docs: TCRV section entry + TerrainCurve config note + 0_height snapshot (terrain-water task 05)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Stewart Howe 2026-08-07 15:26:09 -04:00
parent e7de292b3d
commit 9ebb8296c9
2 changed files with 15 additions and 3 deletions

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@ -11,6 +11,11 @@ Generates the entire 2D blueprint. Roughly in order:
2. **Topography** — FastNoiseLite base height plus a mountain spine, minus a squircle distance
falloff, giving a guaranteed island. Noise frequency is divided by `scaleFactor`
(`MapSize / 1024f`) so terrain features stay the same real-world size at any map profile.
When `TerrainCurve: "v1"` (the default), the calibrated height-redistribution curve
(`HeightCurve.cs` — flat farmable lowlands, 50 m plateau shelf, 220 m peak cap) reshapes
above-sea terrain after noise/falloff/Trench and before the crater carve; biome
classification reads a retained uncurved map, so biomes are identical either way. Drops the
`0_height` hillshade snapshot (hypsometric bands × NW hillshade) in both modes.
3. **Sea level and water** — sea level per the configured model (`SeaLevelModel`: `"flat"` scalar
— the default, `SeaLevelValue` 0.15 — or the legacy `"field"` latitude Lerp); flood fill
separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass.
@ -65,9 +70,10 @@ Road colours on the snapshot, useful for identifying a road: **red** = Highway,
### Outputs
`MapData_Seed_<seed>.dat` (v2), `MapData_Seed_<seed>_v1.dat` (legacy dual-write), and the staged
snapshots `Map_Seed_<seed>_{0_water,1_biomes,2_towns,3_roads}.png`, all to `user://`. (`0_water`
is painted from the water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral;
`3_roads` is absent on a SkipRoads run.)
snapshots `Map_Seed_<seed>_{0_height,0_water,1_biomes,2_towns,3_roads}.png`, all to `user://`.
(`0_height` is the hypsometric hillshade of the curved terrain; `0_water` is painted from the
water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral; `3_roads` is
absent on a SkipRoads run.)
## `RoundTripHarness.cs`