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