/
elephantine.js
602 lines (538 loc) · 17.4 KB
/
elephantine.js
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/**
* Heightmap image source:
* OpenStreetMap, available under Open Database Licence, www.openstreetmap.org/copyright
* https://download.geofabrik.de/africa.html
*
* To reproduce the river image:
* You need a gdal version that supports osm, see https://www.gdal.org/drv_osm.html
* wget https://download.geofabrik.de/africa/egypt-latest.osm.pbf
* lon=32.89; lat=24.09175; width=0.025;
* lat1=$(bc <<< ";scale=5;$lat-$width/2"); lon1=$(bc <<< ";scale=5;$lon+$width/2"); lat2=$(bc <<< ";scale=5;$lat+$width/2"); lon2=$(bc <<< ";scale=5;$lon-$width/2")
* rm elephantine.geojson; ogr2ogr -f GeoJSON elephantine.geojson -clipdst $lon1 $lat1 $lon2 $lat2 egypt-latest.osm.pbf -sql 'select * from multipolygons where natural="water"'
* gdal_rasterize -burn 10 -ts 512 512 elephantine.geojson elephantine.tif
* convert elephantine.tif -threshold 50% -negate elephantine.png
*
* No further changes should be applied to the image to keep it easily interchangeable.
*/
Engine.LoadLibrary("rmgen");
Engine.LoadLibrary("rmgen-common");
TILE_CENTERED_HEIGHT_MAP = true;
const tPrimary = ["savanna_dirt_rocks_a_red", "savanna_dirt_a_red", "savanna_dirt_b_red"];
const tDirt = ["new_savanna_dirt_c", "new_savanna_dirt_d", "savanna_dirt_b_red", "savanna_dirt_plants_cracked"];
const tWater = "desert_sand_wet";
const tRoad = "savanna_tile_a_red";
const tRoadIsland = "savanna_tile_a";
const tRoadWildIsland = "savanna_dirt_rocks_a";
const tGrass = ["savanna_shrubs_a_wetseason", "alpine_grass_b_wild", "medit_shrubs_a", "steppe_grass_green_a"];
const tForestFloorLand = "savanna_forestfloor_b_red";
const tForestFloorIsland = pickRandom(tGrass);
const oAcacia = "gaia/tree/acacia";
const oPalms = [
"gaia/tree/cretan_date_palm_tall",
"gaia/tree/cretan_date_palm_short",
"gaia/tree/palm_tropic",
"gaia/tree/date_palm",
"gaia/tree/senegal_date_palm",
"gaia/tree/medit_fan_palm"
];
const oStoneLarge = "gaia/rock/savanna_large";
const oStoneSmall = "gaia/rock/desert_small";
const oMetalLarge = "gaia/ore/savanna_large";
const oMetalSmall = "gaia/ore/desert_small";
const oTreasure = [
"gaia/treasure/food_barrel",
"gaia/treasure/food_bin",
"gaia/treasure/wood",
"gaia/treasure/metal",
"gaia/treasure/stone"
];
const oBerryBush = "gaia/fruit/berry_05";
const oGazelle = "gaia/fauna_gazelle";
const oRhino = "gaia/fauna_rhinoceros_white";
const oWarthog = "gaia/fauna_boar";
const oGiraffe = "gaia/fauna_giraffe";
const oGiraffeInfant = "gaia/fauna_giraffe_infant";
const oElephant = "gaia/fauna_elephant_african_bush";
const oElephantInfant = "gaia/fauna_elephant_african_infant";
const oLion = "gaia/fauna_lion";
const oLioness = "gaia/fauna_lioness";
const oCrocodile = "gaia/fauna_crocodile_nile";
const oFish = "gaia/fish/tilapia";
const oHawk = "birds/buzzard";
// The main temple on elephantine was very similar looking (Greco-Roman-Egyptian):
const oWonder = "structures/ptol/wonder";
const oTemples = ["structures/kush/temple_amun", "structures/kush/temple"];
const oPyramid = "structures/kush/pyramid_large";
const oTowers = new Array(2).fill("uncapturable|structures/kush/sentry_tower").concat(["uncapturable|structures/kush/defense_tower"]);
const oHeroes = Engine.FindTemplates("units/kush/", true).filter(templateName => templateName.startsWith("units/kush/hero_"));
const oUnits = Engine.FindTemplates("units/kush/", false).filter(templateName =>
templateName.startsWith("units/kush/") &&
oHeroes.every(heroTemplateName => heroTemplateName != templateName) &&
Engine.GetTemplate(templateName).Identity.VisibleClasses._string.split(" ").some(type => ["Soldier", "Healer", "Female"].indexOf(type) != -1));
const aRock = actorTemplate("geology/stone_savanna_med");
const aStatues = [
"props/structures/kushites/statue_bird",
"props/structures/kushites/statue_lion",
"props/structures/kushites/statue_ram"
].map(actorTemplate);
const aBushesShoreline = [
...new Array(4).fill("props/flora/ferns"),
"props/flora/bush",
"props/flora/bush_medit_la",
"props/flora/bush_medit_la_lush",
"props/flora/bush_medit_me_lush",
"props/flora/bush_medit_sm",
"props/flora/bush_medit_sm_lush",
"props/flora/bush_tempe_la_lush"
].map(actorTemplate);
const aBushesIslands = aBushesShoreline.concat(new Array(3).fill(actorTemplate("props/flora/foliagebush")));
const aBushesDesert = [
"props/flora/bush_dry_a",
"props/flora/bush_medit_la_dry",
"props/flora/bush_medit_me_dry",
"props/flora/bush_medit_sm",
"props/flora/bush_medit_sm_dry",
"props/flora/bush_tempe_me_dry",
"props/flora/grass_soft_dry_large_tall",
"props/flora/grass_soft_dry_small_tall"
].map(actorTemplate);
const pForestPalmsLand = [
tForestFloorLand,
...oPalms.map(tree => tForestFloorLand + TERRAIN_SEPARATOR + tree),
tForestFloorLand];
const pForest2Land = [
tForestFloorLand,
tForestFloorLand + TERRAIN_SEPARATOR + oAcacia,
tForestFloorLand
];
const pForestPalmsIsland = [
tForestFloorIsland,
...oPalms.map(tree => tForestFloorIsland + TERRAIN_SEPARATOR + tree),
tForestFloorIsland];
const pForest2Island = [
tForestFloorIsland,
tForestFloorIsland + TERRAIN_SEPARATOR + oAcacia,
tForestFloorIsland
];
const heightScale = num => num * g_MapSettings.Size / 320;
const heightSeaGround = heightScale(-15);
const heightWaterLevel = heightScale(0);
const heightShore = heightScale(1);
const heightOffsetPath = heightScale(-4);
const minHeight = -1;
const maxHeight = 2;
const g_Map = new RandomMap(0, tPrimary);
const mapBounds = g_Map.getBounds();
const mapCenter = g_Map.getCenter();
const clWater = g_Map.createTileClass();
const clIsland = g_Map.createTileClass();
const clCliff = g_Map.createTileClass();
const clPlayer = g_Map.createTileClass();
const clBaseResource = g_Map.createTileClass();
const clForest = g_Map.createTileClass();
const clDirt = g_Map.createTileClass();
const clRock = g_Map.createTileClass();
const clMetal = g_Map.createTileClass();
const clFood = g_Map.createTileClass();
const clTemple = g_Map.createTileClass();
const clTower = g_Map.createTileClass();
const clStatue = g_Map.createTileClass();
const clSoldier = g_Map.createTileClass();
const clTreasure = g_Map.createTileClass();
const clPath = g_Map.createTileClass();
const riverAngle = 0.22 * Math.PI;
const riverWidthBorder = fractionToTiles(0.27);
const riverWidthCenter = fractionToTiles(0.35);
const avoidCollisions = avoidClasses(
clPlayer, 15, clWater, 1, clForest, 1, clRock, 4, clMetal, 4, clFood, 6, clPath, 1,
clTemple, 11, clCliff, 0, clStatue, 2, clSoldier, 3, clTower, 2, clTreasure, 1);
g_Map.LoadHeightmapImage("elephantine.png", minHeight, maxHeight);
Engine.SetProgress(3);
g_Map.log("Lowering sea ground");
createArea(
new MapBoundsPlacer(),
[
new SmoothElevationPainter(ELEVATION_SET, heightSeaGround, 4),
new TileClassPainter(clWater)
],
new HeightConstraint(-Infinity, heightWaterLevel));
Engine.SetProgress(6);
g_Map.log("Smoothing heightmap");
createArea(
new MapBoundsPlacer(),
new SmoothingPainter(1, scaleByMapSize(0.1, 0.5), 1));
Engine.SetProgress(10);
g_Map.log("Marking islands");
var areaIsland = createArea(
new ConvexPolygonPlacer(
[
new Vector2D(mapCenter.x - riverWidthBorder / 2, mapBounds.top),
new Vector2D(mapCenter.x - riverWidthBorder / 2, mapBounds.bottom),
new Vector2D(mapCenter.x - riverWidthCenter / 2, mapCenter.y),
new Vector2D(mapCenter.x + riverWidthCenter / 2, mapCenter.y),
new Vector2D(mapCenter.x + riverWidthBorder / 2, mapBounds.top),
new Vector2D(mapCenter.x + riverWidthBorder / 2, mapBounds.bottom)
].map(v => v.rotateAround(riverAngle, mapCenter)),
Infinity),
new TileClassPainter(clIsland),
avoidClasses(clPlayer, 0, clWater, 0));
Engine.SetProgress(13);
g_Map.log("Painting islands");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(tGrass),
stayClasses(clIsland, 0));
Engine.SetProgress(16);
g_Map.log("Painting water and shoreline");
createArea(
new MapBoundsPlacer(),
new TerrainPainter(tWater),
new HeightConstraint(-Infinity, heightShore));
Engine.SetProgress(19);
placePlayerBases({
"PlayerPlacement": playerPlacementRiver(riverAngle, fractionToTiles(0.62)),
"PlayerTileClass": clPlayer,
"BaseResourceClass": clBaseResource,
"baseResourceConstraint": avoidClasses(clWater, 4),
"Walls": "towers",
"CityPatch": {
"outerTerrain": tRoad,
"innerTerrain": tRoad
},
"StartingAnimal": {
},
"Berries": {
"template": oBerryBush
},
"Mines": {
"types": [
{ "template": oMetalLarge },
{ "template": oStoneLarge }
]
},
"Trees": {
"template": oAcacia,
"count": 2
},
"Decoratives": {
"template": pickRandom(aBushesDesert)
}
});
Engine.SetProgress(22);
g_Map.log("Creating temple");
var groupTemple = createObjectGroupsByAreas(
new SimpleGroup([new RandomObject(g_Map.getSize() >= 320 ? [oWonder] : oTemples, 1, 1, 0, 1, riverAngle, riverAngle)], true, clTemple),
0,
stayClasses(clIsland, scaleByMapSize(10, 20)),
1,
200,
[areaIsland]);
Engine.SetProgress(34);
g_Map.log("Creating pyramid");
var groupPyramid = createObjectGroupsByAreas(
new SimpleGroup([new SimpleObject(oPyramid, 1, 1, 0, 1, riverAngle, riverAngle)], true, clTemple),
0,
[stayClasses(clIsland, scaleByMapSize(10, 20)), avoidClasses(clTemple, scaleByMapSize(20, 50)), avoidCollisions],
1,
200,
[areaIsland]);
Engine.SetProgress(37);
g_Map.log("Painting city patches");
var cityCenters = [
groupTemple[0] && groupTemple[0][0] && { "pos": Vector2D.from3D(groupTemple[0][0].position), "radius": 10 },
groupPyramid[0] && groupPyramid[0][0] && { "pos": Vector2D.from3D(groupPyramid[0][0].position), "radius": 6 },].filter(pos => !!pos);
var areaCityPatch = cityCenters.map(cityCenter =>
createArea(
new DiskPlacer(cityCenter.radius, cityCenter.pos),
new LayeredPainter([tRoadWildIsland, tRoadIsland], [2]),
stayClasses(clIsland, 2)));
Engine.SetProgress(40);
g_Map.log("Painting city path");
if (cityCenters.length == 2)
createArea(
new PathPlacer(cityCenters[0].pos, cityCenters[1].pos, 4, 0.3, 4, 0.2, 0.05),
[
new LayeredPainter([tRoadWildIsland, tRoadIsland], [1]),
new SmoothElevationPainter(ELEVATION_MODIFY, heightOffsetPath, 4),
new TileClassPainter(clPath)
]);
Engine.SetProgress(42);
createBumps(avoidClasses(clPlayer, 10, clWater, 2, clTemple, 10, clPath, 1), scaleByMapSize(10, 500), 1, 8, 4, 0.2, 3);
Engine.SetProgress(43);
g_Map.log("Marking cliffs");
createArea(
new MapBoundsPlacer(),
new TileClassPainter(clCliff),
[
avoidClasses(clWater, 2),
new SlopeConstraint(2, Infinity)
]);
Engine.SetProgress(44);
g_Map.log("Creating stone mines");
createMines(
[
[new SimpleObject(oStoneSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oStoneLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
[new SimpleObject(oStoneSmall, 2, 5, 1, 3, 0, 2 * Math.PI, 1)]
],
avoidClasses(clWater, 4, clCliff, 4, clPlayer, 20, clRock, 10, clPath, 1),
clRock,
scaleByMapSize(6, 24));
Engine.SetProgress(45);
g_Map.log("Creating metal mines");
createMines(
[
[new SimpleObject(oMetalSmall, 0, 2, 0, 4, 0, 2 * Math.PI, 1), new SimpleObject(oMetalLarge, 1, 1, 0, 4, 0, 2 * Math.PI, 4)],
[new SimpleObject(oMetalSmall, 2, 5, 1, 3, 0, 2 * Math.PI, 1)]
],
avoidClasses(clWater, 4, clCliff, 4, clPlayer, 20, clMetal, 10, clRock, 5, clPath, 1),
clMetal,
scaleByMapSize(6, 24));
Engine.SetProgress(46);
g_Map.log("Creating kushite towers");
createObjectGroups(
new SimpleGroup([new RandomObject(oTowers, 1, 1, 0, 1)], true, clTower),
0,
[
stayClasses(clIsland, scaleByMapSize(4, 8)),
new NearTileClassConstraint(clTemple, 25),
avoidClasses(clTower, 12, clPlayer, 30),
avoidCollisions
],
scaleByMapSize(4, 12),
200);
Engine.SetProgress(49);
var [forestTrees, stragglerTrees] = getTreeCounts(400, 3000, 0.7);
createForests(
[tForestFloorLand, tForestFloorLand, tForestFloorLand, pForestPalmsLand, pForest2Land],
[avoidCollisions, avoidClasses(clIsland, 0, clPlayer, 20, clForest, 18, clWater, 2)],
clForest,
forestTrees / 2);
Engine.SetProgress(52);
createForests(
[tForestFloorIsland, tForestFloorIsland, tForestFloorIsland, pForestPalmsIsland, pForest2Island],
[stayClasses(clIsland, 0), avoidClasses(clForest, 15, clWater, 2), avoidCollisions],
clForest,
forestTrees / 2);
Engine.SetProgress(55);
g_Map.log("Creating dirt patches");
createPatches(
[scaleByMapSize(5, 15)],
tDirt,
avoidClasses(clWater, 0, clIsland, 0, clForest, 0, clDirt, 5, clPlayer, 12),
scaleByMapSize(5, 30),
clDirt);
Engine.SetProgress(58);
g_Map.log("Creating statues");
createObjectGroupsByAreas(
new SimpleGroup([new RandomObject(aStatues, 1, 1, 0, 1)], true, clStatue),
0,
[
stayClasses(clIsland, scaleByMapSize(8, 24)),
new NearTileClassConstraint(clTemple, 10),
avoidCollisions
],
scaleByMapSize(2, 10),
400,
[areaIsland]);
Engine.SetProgress(61);
g_Map.log("Creating treasure");
createObjectGroupsByAreas(
new SimpleGroup([new RandomObject(oTreasure, 1, 2, 0, 1)], true, clTreasure),
0,
avoidCollisions,
scaleByMapSize(4, 10),
100,
areaCityPatch);
Engine.SetProgress(62);
g_Map.log("Creating hero");
createObjectGroups(
new SimpleGroup([new RandomObject(oHeroes, 1, 1, 0, 1)], true, clSoldier),
0,
[
stayClasses(clIsland, scaleByMapSize(2, 24)),
new NearTileClassConstraint(clTemple, 14),
avoidCollisions
],
1,
500);
Engine.SetProgress(64);
g_Map.log("Creating soldiers");
createObjectGroups(
new SimpleGroup([new RandomObject(oUnits, 1, 1, 0, 1)], true, clSoldier),
0,
[
new StaticConstraint(
[
stayClasses(clIsland, scaleByMapSize(2, 24)),
new NearTileClassConstraint(clTemple, 20)
]),
avoidCollisions
],
scaleByMapSize(12, 60),
200);
Engine.SetProgress(67);
g_Map.log("Creating berries");
createObjectGroups(
new SimpleGroup([new SimpleObject(oBerryBush, 3, 5, 1, 2)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(4, 12),
250);
Engine.SetProgress(70);
g_Map.log("Creating rhinos");
createObjectGroups(
new SimpleGroup([new SimpleObject(oRhino, 1, 1, 0, 1)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(2, 10),
50);
Engine.SetProgress(73);
g_Map.log("Creating warthog");
createObjectGroups(
new SimpleGroup([new SimpleObject(oWarthog, 1, 1, 0, 1)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(2, 10),
50);
Engine.SetProgress(77);
g_Map.log("Creating gazelles");
createObjectGroups(
new SimpleGroup([new SimpleObject(oGazelle, 5, 7, 2, 4)], true, clFood),
0,
[avoidClasses(clIsland, 1), avoidCollisions],
scaleByMapSize(2, 10),
50);
Engine.SetProgress(80);
g_Map.log("Creating giraffes");
createObjectGroups(
new SimpleGroup([new SimpleObject(oGiraffe, 2, 3, 2, 4), new SimpleObject(oGiraffeInfant, 2, 3, 2, 4)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(2, 10),
50);
Engine.SetProgress(83);
if (!isNomad())
{
g_Map.log("Creating lions");
createObjectGroups(
new SimpleGroup([new SimpleObject(oLion, 1, 2, 2, 4), new SimpleObject(oLioness, 2, 3, 2, 4)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(2, 10),
50);
Engine.SetProgress(87);
}
g_Map.log("Creating elephants");
createObjectGroups(
new SimpleGroup([new SimpleObject(oElephant, 2, 3, 2, 4), new SimpleObject(oElephantInfant, 2, 3, 2, 4)], true, clFood),
0,
avoidCollisions,
scaleByMapSize(2, 10),
50);
Engine.SetProgress(88);
g_Map.log("Creating crocodiles");
createObjectGroups(
new SimpleGroup([new SimpleObject(oCrocodile, 2, 3, 3, 5)], true, clFood),
0,
[
new NearTileClassConstraint(clWater, 3),
avoidCollisions
],
scaleByMapSize(2, 10),
50);
Engine.SetProgress(89);
g_Map.log("Creating hawk");
for (let i = 0; i < scaleByMapSize(0, 2); ++i)
g_Map.placeEntityAnywhere(oHawk, 0, mapCenter, randomAngle());
Engine.SetProgress(90);
g_Map.log("Creating fish");
createObjectGroups(
new SimpleGroup([new SimpleObject(oFish, 1, 2, 0, 1)], true, clFood),
0,
[stayClasses(clWater, 8), avoidClasses(clFood, 16)],
scaleByMapSize(15, 80),
50);
Engine.SetProgress(91);
createStragglerTrees(
[oAcacia],
avoidCollisions,
clForest,
stragglerTrees);
Engine.SetProgress(93);
placePlayersNomad(clPlayer, [avoidCollisions, avoidClasses(clIsland, 0)]);
Engine.SetProgress(95);
createDecoration(
aBushesDesert.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]),
aBushesDesert.map(bush => scaleByMapSize(20, 150) * randIntInclusive(1, 3)),
[avoidClasses(clIsland, 0), avoidCollisions]);
Engine.SetProgress(96);
createDecoration(
aBushesIslands.map(bush => [new SimpleObject(bush, 0, 4, 2, 4)]),
aBushesIslands.map(bush => scaleByMapSize(20, 150) * randIntInclusive(1, 3)),
[stayClasses(clIsland, 0), avoidCollisions]);
Engine.SetProgress(97);
createDecoration(
[[new SimpleObject(aRock, 0, 4, 2, 4)]],
[[scaleByMapSize(80, 500)]],
[avoidClasses(clIsland, 0), avoidCollisions]);
Engine.SetProgress(98);
createDecoration(
aBushesShoreline.map(bush => [new SimpleObject(bush, 0, 3, 2, 4)]),
aBushesShoreline.map(bush => scaleByMapSize(200, 1000)),
[new HeightConstraint(heightWaterLevel, heightShore), avoidCollisions]);
Engine.SetProgress(99);
g_Environment = {
"SkySet": "cloudless",
"SunColor": {
"r": 1,
"g": 0.964706,
"b": 0.909804,
"a": 0
},
"SunElevation": 0.908117,
"SunRotation": -0.558369,
"AmbientColor": {
"r": 0.54902,
"g": 0.419608,
"b": 0.352941,
"a": 0
},
"Fog": {
"FogFactor": 0.00195313,
"FogThickness": 0,
"FogColor": {
"r": 0.941176,
"g": 0.917647,
"b": 0.807843,
"a": 0
}
},
"Water": {
"WaterBody": {
"Type": "lake",
"Color": {
"r": 0.443137,
"g": 0.341176,
"b": 0.14902,
"a": 0
},
"Tint": {
"r": 0.705882,
"g": 0.67451,
"b": 0.454902,
"a": 0
},
"Waviness": 8.4668,
"Murkiness": 0.92,
"WindAngle": 0.625864
}
},
"Postproc": {
"Brightness": 0.0234375,
"Contrast": 1.09961,
"Saturation": 0.828125,
"Bloom": 0.142969,
"PostprocEffect": "hdr"
}
};
g_Map.ExportMap();