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 | # Use this if you want to flip the terrain (eg Terragen exports raw upside down)
|
---|
22 | #Heightmap.flip=true
|
---|
23 |
|
---|
24 | # How large is a page of tiles (in vertices)? Must be (2^n)+1
|
---|
25 | PageSize=513
|
---|
26 |
|
---|
27 | # How large is each tile? Must be (2^n)+1 and be smaller than PageSize
|
---|
28 | TileSize=65
|
---|
29 |
|
---|
30 | # The maximum error allowed when determining which LOD to use
|
---|
31 | MaxPixelError=3
|
---|
32 |
|
---|
33 | # The size of a terrain page, in world units
|
---|
34 | PageWorldX=5000
|
---|
35 | PageWorldZ=5000
|
---|
36 |
|
---|
37 | # Maximum height of the terrain
|
---|
38 | MaxHeight=400
|
---|
39 |
|
---|
40 | # Upper LOD limit
|
---|
41 | MaxMipMapLevel=5
|
---|
42 |
|
---|
43 | #VertexNormals=yes
|
---|
44 | #VertexColors=yes
|
---|
45 | #UseTriStrips=yes
|
---|
46 |
|
---|
47 | # Use vertex program to morph LODs, if available
|
---|
48 | VertexProgramMorph=yes
|
---|
49 |
|
---|
50 | # The proportional distance range at which the LOD morph starts to take effect
|
---|
51 | # This is as a proportion of the distance between the current LODs effective range,
|
---|
52 | # and the effective range of the next lower LOD
|
---|
53 | LODMorphStart=0.2
|
---|
54 |
|
---|
55 | # This following section is for if you want to provide your own terrain shading routine
|
---|
56 | # Note that since you define your textures within the material this makes the
|
---|
57 | # WorldTexture and DetailTexture settings redundant
|
---|
58 |
|
---|
59 | # The name of the vertex program parameter you wish to bind the morph LOD factor to
|
---|
60 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
|
---|
61 | # to the same position as the next lower LOD
|
---|
62 | # USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
|
---|
63 | #MorphLODFactorParamName=morphFactor
|
---|
64 |
|
---|
65 | # The index of the vertex program parameter you wish to bind the morph LOD factor to
|
---|
66 | # this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
|
---|
67 | # to the same position as the next lower LOD
|
---|
68 | # USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
|
---|
69 | #MorphLODFactorParamIndex=4
|
---|
70 |
|
---|
71 | # The name of the material you will define to shade the terrain
|
---|
72 | #CustomMaterialName=TestTerrainMaterial
|
---|
73 |
|
---|
74 |
|
---|