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History: Terrain Alphasplat Terrain Configuration File
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Source of version: 3
(current)
{CODE(wrap="1", colors="c++")}# 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{CODE}
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