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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