#number of times the detail texture will tile in a terrain tile DetailTile=3 # Heightmap source PageSource=Heightmap # Heightmap-source specific settings Heightmap.image=Terrain.png # How large is a page of tiles (in vertices)? Must be (2^n)+1 PageSize=513 # How large is each tile? Must be (2^n)+1 and be smaller than PageSize TileSize=17 # The maximum error allowed when determining which LOD to use MaxPixelError=3 # The size of a terrain page, in world units PageWorldX=40000 PageWorldZ=40000 # Maximum height of the terrain MaxHeight=2000 # Upper LOD limit MaxMipMapLevel=1 VertexNormals=no #VertexColors=yes #UseTriStrips=yes # Use vertex program to morph LODs, if available #VertexProgramMorph=yes # 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=Terrain