Terrain Alphasplat Terrain Configuration File         Terrain Alpha Splatting - terrain configuration file
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# The main world texture (if you wish the terrain manager to create a material for you)
WorldTexture=cooltex.jpg
 
# The detail texture (if you wish the terrain manager to create a material for you)
#DetailTexture=terrain_texture.jpg
 
#number of times the detail texture will tile in a terrain tile
DetailTile=3
 
# Heightmap source
PageSource=Heightmap
 
# Heightmap-source specific settings
Heightmap.image=demoraw.raw
 
# If you use RAW, fill in the below too
# RAW-specific setting - size (horizontal/vertical)
Heightmap.raw.size=1025
# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
Heightmap.raw.bpp=2
 
# How large is a page of tiles (in vertices)? Must be (2^n)+1
PageSize=1025
 
# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
TileSize=65
 
# The maximum error allowed when determining which LOD to use
MaxPixelError=3
 
# The size of a terrain page, in world units
PageWorldX=1024
PageWorldZ=1024
# Maximum height of the terrain
MaxHeight=150
 
# Upper LOD limit
MaxMipMapLevel=5
 
VertexNormals=yes
#VertexColors=yes
#UseTriStrips=yes
 
# Use vertex program to morph LODs, if available
VertexProgramMorph=no
 
# The proportional distance range at which the LOD morph starts to take effect
# This is as a proportion of the distance between the current LODs effective range,
# and the effective range of the next lower LOD
LODMorphStart=0.2
 
# This following section is for if you want to provide your own terrain shading routine
# Note that since you define your textures within the material this makes the
# WorldTexture and DetailTexture settings redundant
 
# The name of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamName=morphFactor
 
# The index of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamIndex=4
 
# The name of the material you will define to shade the terrain
CustomMaterialName=DemoSplatTerrainShader

Contributors to this page: jacmoe133512 points  and Spacegaier4386 points  .
Page last modified on Saturday 02 of January, 2010 07:38:05 UTC by jacmoe133512 points .


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