Make a distinction between tidal areas and 'regular' terrain,
still in need of improvement, but less ugly than before.
This commit is contained in:
parent
51e23a6c1a
commit
6b8f449747
2 changed files with 89 additions and 5 deletions
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@ -1042,7 +1042,6 @@
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</equals>
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</condition>
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<name>Marsh</name>
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<name>Littoral</name>
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<name>FloodLand</name>
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<name>SaltMarsh</name>
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<name>HerbWetlandCover</name>
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@ -1060,6 +1059,25 @@
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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<property>sim/startup/season</property>
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<value>summer</value>
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</equals>
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</condition>
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<name>Littoral</name>
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<texture>Terrain/tidal.png</texture>
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<solid>1</solid>
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<light-coverage>40000000.0</light-coverage>
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<friction-factor>0.8</friction-factor>
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<rolling-friction>0.3</rolling-friction>
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<bumpiness>0.2</bumpiness>
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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@ -1815,7 +1833,6 @@
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</equals>
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</condition>
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<name>Marsh</name>
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<name>Littoral</name>
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<name>FloodLand</name>
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<name>SaltMarsh</name>
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<name>HerbWetlandCover</name>
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@ -1833,6 +1850,25 @@
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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<property>sim/startup/season</property>
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<value>winter</value>
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</equals>
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</condition>
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<name>Littoral</name>
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<texture>Terrain/tidal.png</texture>
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<solid>1</solid>
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<light-coverage>40000000.0</light-coverage>
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<friction-factor>0.8</friction-factor>
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<rolling-friction>0.3</rolling-friction>
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<bumpiness>0.2</bumpiness>
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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@ -1144,7 +1144,6 @@
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<material include="Materials/regions/european.xml">
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<name>Marsh</name>
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<name>Littoral</name>
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<name>FloodLand</name>
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<name>SaltMarsh</name>
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<name>HerbWetlandCover</name>
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@ -1162,6 +1161,19 @@
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<load-resistance>1e30</load-resistance>
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</material>
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<material include="Materials/regions/european.xml">
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<name>Littoral</name>
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<texture>Terrain/tidal.png</texture>
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<solid>1</solid>
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<light-coverage>40000000.0</light-coverage>
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<friction-factor>0.8</friction-factor>
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<rolling-friction>0.3</rolling-friction>
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<bumpiness>0.2</bumpiness>
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<load-resistance>1e30</load-resistance>
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</material>
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<material include="Materials/regions/european.xml">
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<effect>Effects/crop</effect>
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<name>MixedCropPastureCover</name>
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@ -1728,7 +1740,6 @@
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</equals>
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</condition>
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<name>Marsh</name>
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<name>Littoral</name>
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<name>FloodLand</name>
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<name>SaltMarsh</name>
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<name>HerbWetlandCover</name>
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@ -1746,6 +1757,25 @@
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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<property>sim/startup/season</property>
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<value>summer</value>
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</equals>
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</condition>
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<name>Littoral</name>
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<texture>Terrain/tidal.png</texture>
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<solid>1</solid>
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<light-coverage>40000000.0</light-coverage>
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<friction-factor>0.8</friction-factor>
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<rolling-friction>0.3</rolling-friction>
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<bumpiness>0.2</bumpiness>
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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@ -2522,7 +2552,6 @@
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</equals>
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</condition>
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<name>Marsh</name>
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<name>Littoral</name>
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<name>FloodLand</name>
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<name>SaltMarsh</name>
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<name>HerbWetlandCover</name>
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@ -2540,6 +2569,25 @@
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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<property>sim/startup/season</property>
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<value>winter</value>
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</equals>
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</condition>
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<name>Littoral</name>
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<texture>Terrain/tidal.png</texture>
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<xsize>2000</xsize>
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<ysize>2000</ysize>
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<solid>1</solid>
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<light-coverage>40000000.0</light-coverage>
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<friction-factor>0.8</friction-factor>
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<rolling-friction>0.3</rolling-friction>
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<bumpiness>0.2</bumpiness>
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<load-resistance>1e30</load-resistance>
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</material>
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<material>
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<condition>
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<equals>
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