Node Editor
The Node Editor is the main inspector window that you will be using to generate a world and biome. You can open it by:
- Double-clicking a Biome or World asset.
- Clicking on “Open Editor” in the previously mentioned Asset inspector.
Settings
- Sync Settings: Automatically syncs all the subsequent settings to match that one of a Single Chunk Visualizer
- Auto Update: Automatically updates all changes made in the editor into Single Chunk Visualizer and regenerates the mesh.
- Resolution: Internal resolution of textures used in the editor.
- Scale: Internal scale of the textures used in the editor.
- Seed: Internal seed used in the editor.
- World Offset: Internal World Position of the editor.
Context menu
By right clicking on the editor you will get access to the context menu where you can choose a bunch of diferent actions
- Create Node: Opens the node finder window to add a node into the generator.
- Create StickyNote: Allows to create notes into the editor to write information for other users.
- Create Group: Create a folder like box that allows to group and move nodes as a pack
Nodes
Make use of nodes to generate the world at your needs. Each node has a set of parameters, inputs and outputs that can be connected by clicking the output/input port and selecting the new input/output. Make sure to check out the next list to learn about them!
Graph Types
World
The most basic graph. You must provide a connection to the Height Output node to generate any output. It allows to have Biome Combiner and Biome Nodes inside.
Biome
A sub-graph. Can be used directly in a Single Chunk Visualizer for preview, but it’s main use is to be used together with a World Graph. It allows to pack a set of nodes for reusability in multiple Worlds.
Export
You can open the Export Window by going into Window\InfiniteLands\Export or pressing the Export button inside the Graph Inspector
The export menu allows exporting of the diferent masks used in the graph into files to the disk. By default you have some modes implemented:
- Compact Full Exporter: Export the textures compacted, keeping the height map at full range
- Compact Normalized Exporter: Export the textures compacted, normalizing the height map
- Expanded Exporter: Export the textures individually as a greyscale
You can also implement your own exporting methods via the implementation of IExportTextures.