Terrain: Difference between revisions

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==Underground==
==Underground==
: In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect [[indicators]] such as [[Green (Indicator)|green]] and [[Livability (Indicator)|livability]].  
In the Tygron Engine there are different underground types available. Each land type has different predefined attributes that affect [[Rainfall_(Overlay)|rainfall flooding]].
 
{| class="wikitable"
! EN
! NL
! Description
|-
|Concrete
|Beton
|This land type can mostly be found in urban and industrial areas
|-
|River Water
|Boezemwater
|Larger water bodies, navigable for (small) boats
|-
|Dike
|Dijk
|Dike is a land type that usually lays between water and constructions, or other areas which need to be protected. Dikes are constructed phenomenon, offering protection from floods and high tides
|-
|Dunes
|Duinen
|Dunes is a land type that usually lays between the beach and the rest of the land mass. Dunes are a natural phenomenon, a row of wind shaped sandy hills, protecting the inland from floods and high tides. Sometimes, due to erosion, dunes also occur inland and can eventually develop into a large arid region - the Sahara sand dunes.
|-
|Dike
|Breakwater
|Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.
|-
|Grasland
|Grassland
|All that is grass
|-
|Open land
|Open land
|This is the default land type for land in the Tygron Engine. If an empty world is generated, all land will have this land type
|-
|Water
|Water
|Small water bodies
|-
|Sand
|Zand
|All that is sand
|}


==Elevation==
==Elevation==
: In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect [[indicators]] such as [[Green (Indicator)|green]] and [[Livability (Indicator)|livability]].
: In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect [[indicators]] such as [[Green (Indicator)|green]] and [[Livability (Indicator)|livability]].

Revision as of 09:21, 10 August 2018

Template:Learned

What is terrain?

Terrain in the tygron engine, describes the surface and sub-surface (underground) and elevation of your project. Terrain excludes everything which is build-up on the terrain, which is described in buildings. Terrain can be editted via GEO DATA -> Terrain.

Surface

In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect indicators and overlays such as green, livability and the rainfall flooding. All types are described in the table below.

EN NL Description
Concrete Beton This land type can mostly be found in urban and industrial areas
River Water Boezemwater Larger water bodies, navigable for (small) boats
Dike Dijk Dike is a land type that usually lays between water and constructions, or other areas which need to be protected. Dikes are constructed phenomenon, offering protection from floods and high tides
Dunes Duinen Dunes is a land type that usually lays between the beach and the rest of the land mass. Dunes are a natural phenomenon, a row of wind shaped sandy hills, protecting the inland from floods and high tides. Sometimes, due to erosion, dunes also occur inland and can eventually develop into a large arid region - the Sahara sand dunes.
Dike Breakwater Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.
Grasland Grassland All that is grass
Open land Open land This is the default land type for land in the Tygron Engine. If an empty world is generated, all land will have this land type
Water Water Small water bodies
Sand Zand All that is sand

Underground

In the Tygron Engine there are different underground types available. Each land type has different predefined attributes that affect rainfall flooding.

EN NL Description
Concrete Beton This land type can mostly be found in urban and industrial areas
River Water Boezemwater Larger water bodies, navigable for (small) boats
Dike Dijk Dike is a land type that usually lays between water and constructions, or other areas which need to be protected. Dikes are constructed phenomenon, offering protection from floods and high tides
Dunes Duinen Dunes is a land type that usually lays between the beach and the rest of the land mass. Dunes are a natural phenomenon, a row of wind shaped sandy hills, protecting the inland from floods and high tides. Sometimes, due to erosion, dunes also occur inland and can eventually develop into a large arid region - the Sahara sand dunes.
Dike Breakwater Breakwater is land type designated to protect the actual coast line from waves, floods and tidal erosion.
Grasland Grassland All that is grass
Open land Open land This is the default land type for land in the Tygron Engine. If an empty world is generated, all land will have this land type
Water Water Small water bodies
Sand Zand All that is sand

Elevation

In the Tygron Engine there are different land types available. Each land type has different predefined attributes that affect indicators such as green and livability.