[657] | 1 | # The main world texture (if you wish the terrain manager to create a material for you)
|
---|
| 2 | WorldTexture=terrain_texture.jpg
|
---|
| 3 |
|
---|
| 4 | # The detail texture (if you wish the terrain manager to create a material for you)
|
---|
| 5 | DetailTexture=terrain_detail.jpg
|
---|
| 6 |
|
---|
| 7 | #number of times the detail texture will tile in a terrain tile
|
---|
| 8 | DetailTile=3
|
---|
| 9 |
|
---|
| 10 | # Heightmap source
|
---|
| 11 | PageSource=Heightmap
|
---|
| 12 |
|
---|
| 13 | # Heightmap-source specific settings
|
---|
| 14 | Heightmap.image=terrain.png
|
---|
| 15 |
|
---|
| 16 | # If you use RAW, fill in the below too
|
---|
| 17 | # RAW-specific setting - size (horizontal/vertical)
|
---|
| 18 | #Heightmap.raw.size=513
|
---|
| 19 | # RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
|
---|
| 20 | #Heightmap.raw.bpp=2
|
---|
| 21 |
|
---|
| 22 | # How large is a page of tiles (in vertices)? Must be (2^n)+1
|
---|
| 23 | PageSize=513
|
---|
| 24 |
|
---|
| 25 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize
|
---|
| 26 | TileSize=65
|
---|
| 27 |
|
---|
| 28 | # The maximum error allowed when determining which LOD to use
|
---|
| 29 | MaxPixelError=3
|
---|
| 30 |
|
---|
| 31 | # The size of a terrain page, in world units
|
---|
| 32 | PageWorldX=1500
|
---|
| 33 | PageWorldZ=1500
|
---|
| 34 | # Maximum height of the terrain
|
---|
| 35 | MaxHeight=100
|
---|
| 36 |
|
---|
| 37 | # Upper LOD limit
|
---|
| 38 | MaxMipMapLevel=5
|
---|
| 39 |
|
---|
| 40 | #VertexNormals=yes
|
---|
| 41 | #VertexColors=yes
|
---|
| 42 | #UseTriStrips=yes
|
---|
| 43 |
|
---|
| 44 | # Use vertex program to morph LODs, if available
|
---|
| 45 | VertexProgramMorph=yes
|
---|
| 46 |
|
---|
| 47 | # The proportional distance range at which the LOD morph starts to take effect
|
---|
| 48 | # This is as a proportion of the distance between the current LODs effective range,
|
---|
| 49 | # and the effective range of the next lower LOD
|
---|
| 50 | LODMorphStart=0.2
|
---|
| 51 |
|
---|
| 52 | # This following section is for if you want to provide your own terrain shading routine
|
---|
| 53 | # Note that since you define your textures within the material this makes the
|
---|
| 54 | # WorldTexture and DetailTexture settings redundant
|
---|
| 55 |
|
---|
| 56 | # The name of the vertex program parameter you wish to bind the morph LOD factor to
|
---|
| 57 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
|
---|
| 58 | # to the same position as the next lower LOD
|
---|
| 59 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
|
---|
| 60 | #MorphLODFactorParamName=morphFactor
|
---|
| 61 |
|
---|
| 62 | # The index of the vertex program parameter you wish to bind the morph LOD factor to
|
---|
| 63 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
|
---|
| 64 | # to the same position as the next lower LOD
|
---|
| 65 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
|
---|
| 66 | #MorphLODFactorParamIndex=4
|
---|
| 67 |
|
---|
| 68 | # The name of the material you will define to shade the terrain
|
---|
| 69 | #CustomMaterialName=TestTerrainMaterial
|
---|
| 70 |
|
---|
| 71 |
|
---|