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<?xml version="1.0"?>
<!--
************************************************************************
FlightGear Materials File
This property file configures the materials for FlightGear. Each
material describes a single visual appearance in the simulator, which
can be represented by a colour, a texture, or both. If a material has
more than one name, all of the names will be used as aliases for the
same material: this is often a good idea to save texture memory.
Currently, colours will not be used unless the user disables textures;
in the future, the program may use textures with an alpha component so
that it will combine with the colour underneath.
Properties currently used:
name: A name for the texture (you may provide more than one). The
FlightGear scenery files look up their textures by name.
texture: A relative path to an SGI RGB file containing a texture for
the material.
wrapu: true if the texture should repeat horizontally over a
surface, false if it should not repeat (default: true).
wrapv: true if the texture should repeat vertically over a
surface, false if it should not repeat (default: true).
mipmap: true if the texture should be mipmapped, false otherwise
(default: true).
xsize: the horizontal size of a single texture repetition, in meters
(0, the default, means use the natural size [??]).
ysize: the vertical size of a single texture repetition, in meters
(0, the default, means use the natural size [??]).
light-coverage: a seed number for generating random night lighting
over an area. A higher number means fewer lights, and 0 means
that lighting is disabled.
ambient: the ambient light colour for the material, specified as
separate red, green, blue, and alpha components (default: all
color components 0.2, alpha 1.0).
diffuse: the diffuse light colour for the material, specified as
separate red, green, blue, and alpha components (default: all
color components 0.8, alpha 1.0).
specular: the specular light colour for the material, specified as
separate red, green, blue, and alpha components (default: all
color components 0.0, alpha 1.0).
emissive: the emissive light colour for the material, specified as
separate red, green, blue, and alpha components (default: all
color components 0.0, alpha 1.0).
solid: bool value, if true the surface is solid for an FDM. If it is not
solid, it is assumed that the material models a fluid (water) surface
(default: true).
friction-factor: the friction factor for that material. The normalized
factor can be used by a FDM to post-multiply all contact friction forces
with that factor. That is the more slippery a material is the smaller this
value should be. (default: 1.0 for Dry concrete/Asphalt).
rolling-friction: the gear rolling rolling-friction coefficient for this
particular material. (default: 0.02 for Dry concrete/Asphalt).
bumpiness: normalized bumpiness factor for this particular terrain.
(default: 0.0 for a smooth surface).
load-resistance: a pressure value how much force per surface area this
surface can carry without deformation. The value should be in N/m^2
(default: FLT_MAX).
glyph: group that defines one letter/digit/symbol in a font texture
sub-entries: name, left (default: 0.0), right (default: 1.0)
(left and right describe the horizontal position in the texture.)
wood-coverage: The coverage of woods in m^2. A lower number means a
higher density of woods. A value of 0 indicates no woods.
wood-size: The average size of each wood in m^2. A lower number
means smaller individual woods. If not set, each wood is considered
to contain a single tree, causing even distribution.
tree-density: The area covered by each tree in the wood in m^2. A
lower number means denser individual woods. Ignored if wood-size
is not set.
tree-range-m: The range at which trees become visible. Note that this
is not absolute, as trees are loaded in blocks. A lower number means
trees will not become visible until you are closer.
tree-texture: A texture to use for the trees. Typically this will be a
strip with multiple tree textures.
tree-varieties: The number of different trees defined in the tree-texture
tree-height-m: The average height of the trees cover. Actual tree height
will vary by +/- 50%.
tree-width-m: The average width of the tree cover. Actual tree width
will vary by +/- 50%.
effect - The name of an effect to inherit from. The default is
Effects/terrain-default.
ambient, diffuse, specular, emissive, and shininess are copied into the
parameter section of the effect created for this material.
************************************************************************
-->
<PropertyList>
<!--
Shared parameters for various materials.
-->
<params>
<forest>
<!-- Maximum distance from which a tree is visible -->
<tree-range-m>8000</tree-range-m>
</forest>
</params>
<material>
<name>grass_rwy</name>
<texture>Runway/grass_rwy.dds</texture>
<xsize>75</xsize>
<ysize>75</ysize>
<solid>1</solid>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.05</rolling-friction>
<bumpiness>0.05</bumpiness>
<load-resistance>1e5</load-resistance>
</material>
<material>
<name>dirt_rwy</name>
<texture>Runway/dirt_rwy.dds</texture>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.04</rolling-friction>
<bumpiness>0.1</bumpiness>
</material>
<material>
<name>lakebed_taxiway</name>
<texture>Runway/lakebed_taxiway.dds</texture>
<rolling-friction>0.04</rolling-friction>
<bumpiness>0.05</bumpiness>
</material>
<material>
<name>pa_taxiway</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_taxiway.dds</texture>
</material>
<material>
<name>pa_tiedown</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tiedown.dds</texture>
</material>
<material>
<name>pa_dspl_thresh</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_dspl_thresh.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_dspl_arrows</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_dspl_arrows.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_threshold</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_threshold.dds</texture>
<wrapu>false</wrapu>
<wrapv>false</wrapv>
</material>
<material>
<name>pa_stopway</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_stopway.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_L</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_L.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_R</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_R.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_C</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_C.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_0l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_0l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_0r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_0r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_1c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_1c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_1l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_1l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_1r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_1r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_11</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_11.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_2c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_2c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_2l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_2l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_2r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_2r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_3c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_3c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_3l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_3l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_3r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_3r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_4c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_4c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_4r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_4r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_5c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_5c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_5r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_5r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_6c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_6c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_6r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_6r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_7c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_7c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_7r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_7r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_8c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_8c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_8r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_8r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_9c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_9c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_9r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_9r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_tz_three</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tz_three.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_aim</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_aim.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_tz_two_a</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tz_two_a.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_tz_two_b</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tz_two_b.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_tz_one_a</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tz_one_a.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_tz_one_b</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_tz_one_b.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_centerline</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_centerline.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_rest</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_rest.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_taxiway</name>
<name>dirt_rwytaxiway</name>
<texture>Runway/pc_taxiway.dds</texture>
</material>
<material>
<name>pc_tiedown</name>
<name>dirt_rwytiedown</name>
<texture>Runway/pc_tiedown.dds</texture>
</material>
<material>
<name>pc_dspl_thresh</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_dspl_thresh.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_dspl_arrows</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_dspl_arrows.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_threshold</name>
<name>dirt_rwythreshold</name>
<texture>Runway/pc_threshold.dds</texture>
<wrapu>false</wrapu>
<wrapv>false</wrapv>
</material>
<material>
<name>pc_stopway</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_stopway.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_L</name>
<name>dirt_rwyL</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_L.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_R</name>
<name>dirt_rwyR</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_R.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_C</name>
<name>dirt_rwyC</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_C.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_0l</name>
<name>dirt_rwy0l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_0l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_0r</name>
<name>dirt_rwy0r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_0r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_1c</name>
<name>dirt_rwy1c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_1c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_1l</name>
<name>dirt_rwy1l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_1l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_1r</name>
<name>dirt_rwy1r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_1r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_11</name>
<name>dirt_rwy11</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_11.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_2c</name>
<name>dirt_rwy2c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_2c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_2l</name>
<name>dirt_rwy2l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_2l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_2r</name>
<name>dirt_rwy2r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_2r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_3c</name>
<name>dirt_rwy3c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_3c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_3l</name>
<name>dirt_rwy3l</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_3l.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_3r</name>
<name>dirt_rwy3r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_3r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_4c</name>
<name>dirt_rwy4c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_4c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_4r</name>
<name>dirt_rwy4r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_4r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_5c</name>
<name>dirt_rwy5c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_5c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_5r</name>
<name>dirt_rwy5r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_5r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_6c</name>
<name>dirt_rwy6c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_6c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_6r</name>
<name>dirt_rwy6r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_6r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_7c</name>
<name>dirt_rwy7c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_7c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_7r</name>
<name>dirt_rwy7r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_7r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_8c</name>
<name>dirt_rwy8c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_8c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_8r</name>
<name>dirt_rwy8r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_8r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_9c</name>
<name>dirt_rwy9c</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_9c.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_9r</name>
<name>dirt_rwy9r</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_9r.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_tz_three</name>
<name>dirt_rwytz_three</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tz_three.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_aim</name>
<name>dirt_rwyaim</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_aim.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_tz_two_a</name>
<name>dirt_rwytz_two_a</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tz_two_a.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_tz_two_b</name>
<name>dirt_rwytz_two_b</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tz_two_b.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_tz_one_a</name>
<name>dirt_rwytz_one_a</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tz_one_a.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_tz_one_b</name>
<name>dirt_rwytz_one_b</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tz_one_b.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_centerline</name>
<name>dirt_rwycenterline</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_centerline.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_rest</name>
<name>dirt_rwyrest</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_rest.dds</texture>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_shoulder</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_shoulder</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
<material>
<name>pa_shoulder_f</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
<material>
<name>pc_shoulder_f</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
<!-- Default Summer -->
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Landmass</name>
<name>SomeSort</name>
<name>Island</name>
<name>Default</name>
<effect>Effects/transition-base-grass-rock</effect>
<texture>Terrain/coniferous_forest.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>EvergreenBroadCover</name>
<name>EvergreenForest</name>
<effect>Effects/transition-base-grass-rock</effect>
<texture>Terrain/coniferous_forest.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>18.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-grass-rock</effect>
<name>DeciduousBroadCover</name>
<name>DeciduousForest</name>
<texture>Terrain/mixedforest1c.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/deciduous-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.85</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-grass-rock</effect>
<name>MixedForestCover</name>
<name>MixedForest</name>
<name>RainForest</name>
<texture>Terrain/mixedforest1c.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>5000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.95</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-grass-rock</effect>
<name>EvergreenNeedleCover</name>
<name>WoodedTundraCover</name>
<texture>Terrain/coniferous_forest.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-grass-rock</effect>
<name>DeciduousNeedleCover</name>
<texture>Terrain/coniferous_forest.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>15.0</tree-height-m>
<tree-width-m>8.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Sand</name>
<texture>Terrain/sand4.dds</texture>
<texture>Terrain/sand5.dds</texture>
<texture>Terrain/sand6.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<shininess>2.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.7</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-rock</effect>
<name>ShrubCover</name>
<name>ShrubGrassCover</name>
<name>ScrubCover</name>
<name>Scrub</name>
<name>Sclerophyllous</name>
<name>Heath</name>
<texture>Terrain/shrub.dds</texture>
<texture>Terrain/shrub1.dds</texture>
<texture>Terrain/shrub2.dds</texture>
<texture>Terrain/shrub3.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<diffuse>
<r>0.86</r>
<g>0.86</g>
<b>0.86</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.1</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<light-coverage>20000000.0</light-coverage>
<wood-coverage>12000.0</wood-coverage>
<tree-texture>Textures/Trees/mixed-shrub.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>2.0</tree-height-m>
<tree-width-m>2.0</tree-width-m>
<rolling-friction>0.6</rolling-friction>
<bumpiness>0.4</bumpiness>
</material>
<material>
<condition>
<and>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<property>sim/rendering/shaders/urban</property>
</and>
</condition>
<name>BuiltUpCover</name>
<name>Urban</name>
<!--<name>Construction</name>
<name>Industrial</name>
<name>Port</name>-->
<effect>Effects/urban</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="2">Terrain/city1-relief-light.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="2">Terrain/city2-relief-light.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-apartment.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Residential/cube-apartment.ac</path>
<path>Models/Residential/medium-apartment.ac</path>
<path>Models/Buildings/renovated-apartment.ac</path>
<coverage-m2>1000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-church.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/brick-school.ac</path>
<path>Models/Buildings/bank-building.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures/Trees/mixed-summer.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<and>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<property>sim/rendering/shaders/urban</property>
</and>
</condition>
<!--<name>BuiltUpCover</name>
<name>Urban</name>-->
<name>Construction</name>
<name>Industrial</name>
<name>Port</name>
<name>Transport</name>
<effect>Effects/urban</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="2">Terrain/city1-relief-light.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="2">Terrain/city2-relief-light.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-long-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/Petrolstation1.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<not>
<property>sim/rendering/shaders/urban</property>
</not>
</condition>
<name>BuiltUpCover</name>
<name>Urban</name>
<effect>Effects/transition-base-dirt</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="4">Terrain.winter/builtup.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="4">Terrain.winter/builtup.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/big-apartment.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Residential/cube-apartment.ac</path>
<path>Models/Residential/medium-apartment.ac</path>
<path>Models/Buildings/renovated-apartment.ac</path>
<coverage-m2>1000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-church.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/brick-school.ac</path>
<path>Models/Buildings/bank-building.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<not>
<property>sim/rendering/shaders/urban</property>
</not>
</condition>
<name>Construction</name>
<name>Industrial</name>
<name>Port</name>
<name>Transport</name>
<effect>Effects/transition-base-dirt</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="4">Terrain.winter/builtup.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="4">Terrain.winter/builtup.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-long-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/Petrolstation1.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Town</name>
<name>SubUrban</name>
<texture>Terrain/Town1.png</texture>
<xsize>1024</xsize>
<ysize>1024</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/water-tower.ac</path>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>20000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-church.ac</path>
<path>Models/Buildings/brick-school.ac</path>
<coverage-m2>200000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/shop.ac</path>
<path>Models/Buildings/hosshop.ac</path>
<path>Models/Buildings/weapshop.ac</path>
<coverage-m2>400000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Residential/germanvillagehouse1.ac</path>
<path>Models/Residential/MontHse1Grey_White.ac</path>
<path>Models/Residential/MontHse1Red_Tile_Yellow.ac</path>
<coverage-m2>30000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/water</effect>
<name>Lagoon</name>
<texture>Terrain/water-lake.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<ambient>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.5</r>
<g>0.5</g>
<b>0.5</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.3</r>
<g>0.3</g>
<b>0.3</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>0</solid>
<rolling-friction>1.5</rolling-friction>
<bumpiness>0.6</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/water-inland</effect>
<name>Lake</name>
<name>Pond</name>
<name>Reservoir</name>
<name>Stream</name>
<name>Canal</name>
<name>Estuary</name>
<name>Watercourse</name>
<name>Saline</name>
<texture>Terrain/estuary.dds</texture>
<!--<texture>Terrain/water-lake.png</texture>-->
<xsize>400</xsize>
<ysize>400</ysize>
<ambient>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.5</r>
<g>0.5</g>
<b>0.5</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>0</solid>
<rolling-friction>1.5</rolling-friction>
<bumpiness>0.6</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>DryLake</name>
<name>IntermittentReservoir</name>
<name>IntermittentLake</name>
<texture>Terrain/sand1.dds</texture>
<texture>Terrain/sand2.dds</texture>
<texture>Terrain/sand3.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.04</rolling-friction>
<bumpiness>0.1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>IntermittentStream</name>
<texture>Terrain/wash.dds</texture>
<xsize>200</xsize>
<ysize>200</ysize>
<shininess>1.5</shininess>
<solid>0</solid>
<rolling-friction>2.5</rolling-friction>
<bumpiness>0.6</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
<name>WoodedWetlandCover</name>
<name>Bog</name>
<effect>Effects/transition-base-rock</effect>
<texture>Terrain/marsh2.dds</texture>
<texture>Terrain/marsh3.dds</texture>
<texture>Terrain/marsh4.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<light-coverage>40000000.0</light-coverage>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.3</rolling-friction>
<bumpiness>0.2</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>GrassCover</name>
<name>GrassLand</name>
<name>BareTundraCover</name>/name>
<name>MixedTundraCover</name>
<name>Cemetery</name>
<effect>Effects/transition-base-rock</effect>
<texture>Terrain/grass10c.dds</texture>
<texture>Terrain/grass10b.dds</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>HerbTundraCover</name>
<name>HerbTundra</name>
<effect>Effects/transition-base-rock</effect>
<!--<effect>Effects/herbtundra</effect>-->
<texture>Terrain/herbtundra.dds</texture>
<texture>Terrain/herbtundra2.dds</texture>
<texture>Terrain/herbtundra3.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>SavannaCover</name>
<effect>Effects/transition-base-dirt</effect>
<texture>Terrain/savanna.dds</texture>
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>4000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.2</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Grass</name>
<name>Airport</name>
<name>AirportKeep</name>
<name>Greenspace</name>
<effect>Effects/transition-base-dirt</effect>
<texture>Terrain/grass10b.dds</texture>
<texture>Terrain/grass10c.dds</texture>
<xsize>250</xsize>
<ysize>250</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.1</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-dirt</effect>
<name>MixedCropPastureCover</name>
<name>MixedCrop</name>
<name>ComplexCrop</name>
<texture>Terrain/mixedcrop1.dds</texture>
<texture>Terrain/mixedcrop4.dds</texture>
<texture>Terrain/mixedcrop3.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.7</bumpiness>
<load-resistance>1e30</load-resistance>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>1000000.0</wood-coverage>
<wood-size>20000.0</wood-size>
<tree-density>4000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-dirt</effect>
<name>IrrCropPastureCover</name>
<name>IrrCrop</name>
<name>Orchard</name>
<name>Olives</name>
<name>Vineyard</name>
<name>Rice</name>
<texture>Terrain/irrcrop1.dds</texture>
<texture>Terrain/irrcrop2.dds</texture>
<texture>Terrain/irrcrop3.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.3</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>500000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-dirt</effect>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<texture-set>
<texture>Terrain/countryside1.green.dds</texture>
<texture n="4">Terrain.winter/countryside1.winter.dds</texture>
</texture-set>
<texture-set>
<texture>Terrain/countryside2.green.dds</texture>
<texture n="4">Terrain.winter/countryside2.winter.dds</texture>
</texture-set>
<texture-set>
<texture>Terrain/countryside3.green.dds</texture>
<texture n="4">Terrain.winter/countryside3.winter.dds</texture>
</texture-set>
<texture-set>
<texture>Terrain/countryside4.green.dds</texture>
<texture n="4">Terrain.winter/countryside4.winter.dds</texture>
</texture-set>
<xsize>1800</xsize>
<ysize>1800</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>500000.0</wood-coverage>
<wood-size>20000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>NaturalCrop</name>
<effect>Effects/transition-base-rock</effect>
<texture>Terrain/naturalcrop1.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<wood-coverage>500000.0</wood-coverage>
<wood-size>20000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<effect>Effects/transition-base-dirt</effect>
<name>CropGrassCover</name>
<name>CropGrass</name>
<name>Grassland</name>
<texture>Terrain/cropgrass1.dds</texture>
<texture>Terrain/cropgrass2.dds</texture>
<xsize>1500</xsize>
<ysize>1500</ysize>
<light-coverage>2000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
<load-resistance>1e30</load-resistance>
<wood-coverage>500000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>GolfCourse</name>
<effect>Effects/transition-base-dirt</effect>
<texture>Terrain/golfcourse1.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<light-coverage>2000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
<load-resistance>1e30</load-resistance>
<wood-coverage>500000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>CropWoodCover</name>
<name>CropWood</name>
<name>AgroForest</name>
<effect>Effects/transition-base-dirt</effect>
<texture>Terrain/cropwood.dds</texture>
<xsize>1500</xsize>
<ysize>1500</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.4</friction-factor>
<rolling-friction>0.6</rolling-friction>
<bumpiness>0.7</bumpiness>
<load-resistance>10</load-resistance>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/sand1.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<shininess>2.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.7</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<!-- end summer-->
<!-- Winter-->
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Landmass</name>
<name>SomeSort</name>
<name>EvergreenBroadCover</name>
<name>EvergreenForest</name>
<name>Island</name>
<name>Default</name>
<texture>Terrain.winter/forest1a.png</texture>
<texture>Terrain.winter/forest1b.png</texture>
<texture>Terrain.winter/forest1c.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>DeciduousBroadCover</name>
<name>DeciduousForest</name>
<texture>Terrain.winter/deciduous1.png</texture>
<texture>Terrain.winter/deciduous2.png</texture>
<texture>Terrain.winter/deciduous4.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/deciduous-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.85</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>MixedForestCover</name>
<name>MixedForest</name>
<name>RainForest</name>
<texture>Terrain.winter/mixedforest.png</texture>
<texture>Terrain.winter/mixedforest2.png</texture>
<texture>Terrain.winter/mixedforest3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>5000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>0.95</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>EvergreenNeedleCover</name>
<name>WoodedTundraCover</name>
<texture>Terrain.winter/evergreen.png</texture>
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>DeciduousNeedleCover</name>
<texture>Terrain.winter/dec_evergreen.png</texture>
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>15.0</tree-height-m>
<tree-width-m>8.0</tree-width-m>
<rolling-friction>1</rolling-friction>
<bumpiness>1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Sand</name>
<texture>Terrain.winter/sand4.png</texture>
<texture>Terrain.winter/sand5.png</texture>
<texture>Terrain.winter/sand6.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<shininess>2.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.7</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>ShrubCover</name>
<name>ShrubGrassCover</name>
<name>ScrubCover</name>
<name>Scrub</name>
<name>Sclerophyllous</name>
<name>Heath</name>
<texture>Terrain.winter/shrub.png</texture>
<texture>Terrain.winter/shrub2.png</texture>
<texture>Terrain.winter/shrub3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<diffuse>
<r>0.86</r>
<g>0.86</g>
<b>0.86</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.1</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<light-coverage>20000000.0</light-coverage>
<wood-coverage>8000.0</wood-coverage>
<tree-texture>Textures/Trees/mixed-shrub-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>2.0</tree-height-m>
<tree-width-m>2.0</tree-width-m>
<rolling-friction>0.6</rolling-friction>
<bumpiness>0.4</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>BuiltUpCover</name>
<name>Urban</name>
<!--<name>Construction</name>
<name>Industrial</name>
<name>Port</name>-->
<effect>Effects/urban</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="2">Terrain/city1-relief-light.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="2">Terrain/city2-relief-light.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-apartment.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Residential/cube-apartment.ac</path>
<path>Models/Residential/medium-apartment.ac</path>
<path>Models/Buildings/renovated-apartment.ac</path>
<coverage-m2>1000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-church.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/brick-school.ac</path>
<path>Models/Buildings/bank-building.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<!--<name>BuiltUpCover</name>
<name>Urban</name>-->
<name>Construction</name>
<name>Industrial</name>
<name>Port</name>
<name>Transport</name>
<effect>Effects/urban</effect>
<texture-set>
<texture>Terrain/city1.png</texture>
<texture n="2">Terrain/city1-relief-light.png</texture>
</texture-set>
<texture-set>
<texture>Terrain/city2.png</texture>
<texture n="2">Terrain/city2-relief-light.png</texture>
</texture-set>
<!--
<texture-set>
<texture>Terrain/city3.png</texture>
<texture n="2">Terrain/city3-relief-light.png</texture>
</texture-set>
-->
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/factory.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-long-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Industrial/Zone-Indus-ba.ac</path>
<coverage-m2>4000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<object>
<path>Models/Commercial/small-glass-office-building.ac</path>
<path>Models/Buildings/medium-glass-office-building.ac</path>
<path>Models/Buildings/small-modern-office.ac</path>
<path>Models/Buildings/small-office.ac</path>
<coverage-m2>500000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Commercial/Petrolstation1.ac</path>
<coverage-m2>10000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Town</name>
<name>SubUrban</name>
<texture>Terrain.winter/Town1.png</texture>
<xsize>1024</xsize>
<ysize>1024</ysize>
<light-coverage>100000.0</light-coverage>
<emissive>
<r>0.05</r>
<g>0.05</g>
<b>0.02</b>
<a>1.0</a>
</emissive>
<object-group>
<range-m>10000</range-m>
<object>
<path>Models/Buildings/oil-tanks.ac</path>
<coverage-m2>20000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/big-church.ac</path>
<coverage-m2>900000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/shop.ac</path>
<coverage-m2>400000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/hosshop.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/weapshop.ac</path>
<coverage-m2>400000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/brick-school.ac</path>
<coverage-m2>2850000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/water-tower.ac</path>
<coverage-m2>100000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<wood-coverage>250000.0</wood-coverage>
<wood-size>5000.0</wood-size>
<tree-density>2000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>25.0</tree-height-m>
<tree-width-m>15.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Lake</name>
<name>Pond</name>
<name>Reservoir</name>
<name>Stream</name>
<name>Canal</name>
<name>Lagoon</name>
<name>Estuary</name>
<name>Watercourse</name>
<name>Saline</name>
<texture>Terrain.winter/water-lake.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<ambient>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.5</r>
<g>0.5</g>
<b>0.5</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.3</r>
<g>0.3</g>
<b>0.3</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<rolling-friction>0.5</rolling-friction>
<bumpiness>0.1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>DryLake</name>
<name>IntermittentReservoir</name>
<name>IntermittentLake</name>
<texture>Terrain.winter/sand1.png</texture>
<texture>Terrain.winter/sand2.png</texture>
<texture>Terrain.winter/sand3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.04</rolling-friction>
<bumpiness>0.1</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>IntermittentStream</name>
<texture>Terrain.winter/wash.png</texture>
<xsize>200</xsize>
<ysize>200</ysize>
<shininess>1.5</shininess>
<solid>0</solid>
<rolling-friction>2.5</rolling-friction>
<bumpiness>0.6</bumpiness>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Marsh</name>
<name>Bog</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
<name>WoodedWetlandCover</name>
<texture>Terrain.winter/marsh2.png</texture>
<texture>Terrain.winter/marsh3.png</texture>
<texture>Terrain.winter/marsh4.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<light-coverage>40000000.0</light-coverage>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.3</rolling-friction>
<bumpiness>0.2</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>GrassCover</name>
<name>GrassLand</name>
<name>BareTundraCover</name>
<name>MixedTundraCover</name>
<texture>Terrain.winter/tundra.png</texture>
<texture>Terrain.winter/tundra2.png</texture>
<texture>Terrain.winter/tundra3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>HerbTundraCover</name>
<name>HerbTundra</name>
<texture>Terrain.winter/herbtundra.png</texture>
<texture>Terrain.winter/herbtundra2.png</texture>
<texture>Terrain.winter/herbtundra3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.15</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>SavannaCover</name>
<texture>Terrain.winter/savanna.png</texture>
<xsize>1000</xsize>
<ysize>1000</ysize>
<light-coverage>4000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.8</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.2</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Grass</name>
<name>Airport</name>
<name>AirportKeep</name>
<name>Greenspace</name>
<texture>Terrain.winter/airport.png</texture>
<xsize>125</xsize>
<ysize>125</ysize>
<light-coverage>4000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.1</bumpiness>
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>MixedCropPastureCover</name>
<name>MixedCrop</name>
<name>ComplexCrop</name>
<texture>Terrain.winter/mixedcrop1.png</texture>
<texture>Terrain.winter/mixedcrop4.png</texture>
<texture>Terrain.winter/mixedcrop3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.7</bumpiness>
<load-resistance>1e30</load-resistance>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>1000000.0</wood-coverage>
<wood-size>20000.0</wood-size>
<tree-density>4000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>IrrCropPastureCover</name>
<name>IrrCrop</name>
<name>Orchard</name>
<name>Olives</name>
<name>Vineyard</name>
<name>Rice</name>
<texture>Terrain.winter/irrcrop1.png</texture>
<texture>Terrain.winter/irrcrop2.png</texture>
<texture>Terrain.winter/irrcrop3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.3</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<effect>Effects/transition-base-dirt</effect>
<texture >Terrain.winter/countryside1.winter.dds</texture>
<texture >Terrain.winter/countryside2.winter.dds</texture>
<texture >Terrain.winter/countryside3.winter.dds</texture>
<texture >Terrain.winter/countryside3.winter.dds</texture>
<!--<texture>Terrain.winter/countryside1.winter.dds</texture>
<texture>Terrain.winter/countryside2.winter.dds</texture>
<texture>Terrain.winter/drycrop1.png</texture>
<texture>Terrain.winter/drycrop2.png</texture>
<texture>Terrain.winter/drycrop3.png</texture>
<texture>Terrain.winter/drycrop4.png</texture>-->
<xsize>1800</xsize>
<ysize>1800</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<object-group>
<range-m>5000</range-m>
<object>
<path>Models/Buildings/silo.ac</path>
<coverage-m2>5000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Buildings/red-barn.ac</path>
<path>Models/Buildings/horse-stable.ac</path>
<path>Models/Buildings/cow-stable.ac</path>
<path>Models/Agriculture/farmhouse1.ac</path>
<path>Models/Agriculture/farmhouse2.ac</path>
<path>Models/Agriculture/farmhouse3.ac</path>
<coverage-m2>750000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<!-- Disabled to avoid a tremendous osg performance penalty when
deleting scenery tiles, caused by tens of thousands of shared
horse/cow objects. Need a better implementation!
<object-group>
<range-m>1000</range-m>
<object>
<path>Models/Fauna/cow.ac</path>
<coverage-m2>100000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Fauna/horse.ac</path>
<coverage-m2>300000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group> -->
<wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>NaturalCrop</name>
<texture>Terrain.winter/naturalcrop1.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.6</bumpiness>
<load-resistance>1e30</load-resistance>
<light-coverage>2000000.0</light-coverage>
<wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>CropGrassCover</name>
<name>CropGrass</name>
<name>Grassland</name>
<texture>Terrain.winter/cropgrass1.png</texture>
<texture>Terrain.winter/cropgrass2.png</texture>
<texture>Terrain.winter/cropgrass3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
<load-resistance>1e30</load-resistance>
<wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>GolfCourse</name>
<texture>Terrain.winter/golfcourse.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<light-coverage>2000000.0</light-coverage>
<diffuse>
<r>0.93</r>
<g>0.95</g>
<b>0.93</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.1</r>
<g>0.12</g>
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>1.2</shininess>
<solid>1</solid>
<friction-factor>0.7</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
<load-resistance>1e30</load-resistance>
<wood-coverage>150000.0</wood-coverage>
<wood-size>10000.0</wood-size>
<tree-density>5000.0</tree-density>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>CropWoodCover</name>
<name>AgroForest</name>
<texture>Terrain.winter/cropwood.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>2000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.4</friction-factor>
<rolling-friction>0.6</rolling-friction>
<bumpiness>0.7</bumpiness>
<load-resistance>10</load-resistance>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-range-m alias="/params/forest/tree-range-m"/>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/sand1.dds</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<shininess>2.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.7</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<!-- end winter-->
<material>
<name>Unknown</name>
<texture>Terrain/unknown.png</texture>
<xsize>1000</xsize>
<ysize>1000</ysize>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.1</bumpiness>
</material>
<material>
<name>PackIce</name>
<texture>Terrain/packice1.png</texture>
<texture>Terrain/packice2.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<shininess>1.5</shininess>
<rolling-friction>0.005</rolling-friction>
<friction-factor>0.2</friction-factor>
<bumpiness>0.3</bumpiness>
</material>
<material>
<name>Glacier</name>
<name>PolarIce</name>
<effect>Effects/glacier</effect>
<texture>Terrain/glacier1.png</texture>
<texture>Terrain/glacier2.png</texture>
<texture>Terrain/glacier3.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<shininess>1.5</shininess>
<rolling-friction>0.1</rolling-friction>
<friction-factor>0.2</friction-factor>
<bumpiness>0.5</bumpiness>
</material>
<material>
<name>SnowCover</name>
<texture>Terrain/snow1.png</texture>
<texture>Terrain/snow2.png</texture>
<texture>Terrain/snow3.png</texture>
<texture>Terrain/snow4.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<shininess>1.2</shininess>
<rolling-friction>0.15</rolling-friction>
<friction-factor>0.3</friction-factor>
<bumpiness>0.1</bumpiness>
</material>
<material>
<name>Ocean</name>
<effect>Effects/water</effect>
<texture>Terrain/water.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Geometry/container_carrier.ac</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/ContainerShip.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/Trawler.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Maritime/Civilian/Trawler.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
<object>
<path>Models/Maritime/Civilian/Trawler.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/Freighter.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/LargeTrawler.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/SailBoatUnderSail.xml</path>
<coverage-m2>500000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/CruiseShip.xml</path>
<coverage-m2>5000000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<object-group>
<range-m>40000</range-m>
<object>
<path>Models/Maritime/Civilian/MPPShip.xml</path>
<coverage-m2>5000000000</coverage-m2>
<heading-type>random</heading-type>
</object>
</object-group>
<ambient>
<r>0.0</r>
<g>0.0</g>
<b>0.0</b>
<a>1.0</a>
</ambient>
<diffuse>
<r>0.4</r>
<g>0.4</g>
<b>0.4</b>
<a>1.0</a>
</diffuse>
<specular>
<r>0.0</r>
<g>0.0</g>
<b>0.2</b>
<a>1.0</a>
</specular>
<shininess>0</shininess>
<solid>0</solid>
<rolling-friction>2</rolling-friction>
<bumpiness>0.8</bumpiness>
</material>
<material>
<name>BarrenCover</name>
<name>Dirt</name>
<name>OpenMining</name>
<name>Rock</name>
<name>Dump</name>
<effect>Effects/transition-base-grass-inverse</effect>
<texture>Terrain/rock.png</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
</material>
<material>
<name>Lava</name>
<name>Burnt</name>
<texture>Terrain/lava.png</texture>
<xsize>500</xsize>
<ysize>500</ysize>
<solid>1</solid>
<friction-factor>0.9</friction-factor>
<rolling-friction>0.1</rolling-friction>
<bumpiness>0.3</bumpiness>
</material>
<material>
<name>Asphalt</name>
<texture>Terrain/asphalt.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<solid>1</solid>
<friction-factor>1.0</friction-factor>
<rolling-friction>0.02</rolling-friction>
<bumpiness>0.01</bumpiness>
<load-resistance>1e10</load-resistance>
</material>
<material>
<name>Freeway</name>
<name>Road</name>
<texture>Terrain/asphalt.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<light-coverage>10000.0</light-coverage>
<solid>1</solid>
<friction-factor>1.0</friction-factor>
<rolling-friction>0.02</rolling-friction>
<bumpiness>0.01</bumpiness>
<load-resistance>1e10</load-resistance>
</material>
<material>
<name>Railroad</name>
<!--<name>Transport</name>-->
<texture>Terrain/gravel.png</texture>
<xsize>400</xsize>
<ysize>400</ysize>
<light-coverage>1000000.0</light-coverage>
<solid>1</solid>
<friction-factor>0.5</friction-factor>
<rolling-friction>0.04</rolling-friction>
<bumpiness>0.5</bumpiness>
<load-resistance>1e10</load-resistance>
</material>
<!-- runway and taxiway signs -->
<material>
<name>YellowSign.unlighted</name>
<texture>Signs/yellow.dds</texture>
<emissive>
<r>0.4</r>
<g>0.4</g>
<b>0.4</b>
</emissive>
</material>
<material>
<name>YellowSign</name>
<name>YellowSign.lighted</name>
<texture>Signs/yellow.dds</texture>
<emissive>
<r>0.9</r>
<g>0.9</g>
<b>0.9</b>
</emissive>
<xsize>4096</xsize>
<ysize>128</ysize>
<glyph>
<name>*</name>
<left>0.00439</left>
<right>0.01758</right>
</glyph>
<glyph>
<name>_</name>
<left>0.01392</left>
<right>0.02148</right>
</glyph>
<glyph>
<name>-</name>
<left>0.01758</left>
<right>0.03418</right>
</glyph>
<glyph>
<name>A</name>
<left>0.03418</left>
<right>0.05469</right>
</glyph>
<glyph>
<name>B</name>
<left>0.05469</left>
<right>0.07178</right>
</glyph>
<glyph>
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