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Make a distinction between tidal areas and 'regular' terrain,

still in need of improvement, but less ugly than before.
This commit is contained in:
Martin Spott 2012-09-06 13:01:57 +02:00
parent 51e23a6c1a
commit 6b8f449747
2 changed files with 89 additions and 5 deletions

View file

@ -1042,7 +1042,6 @@
</equals>
</condition>
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
@ -1060,6 +1059,25 @@
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/tidal.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>
@ -1815,7 +1833,6 @@
</equals>
</condition>
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
@ -1833,6 +1850,25 @@
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/tidal.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>

View file

@ -1144,7 +1144,6 @@
<material include="Materials/regions/european.xml">
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
@ -1162,6 +1161,19 @@
<load-resistance>1e30</load-resistance>
</material>
<material include="Materials/regions/european.xml">
<name>Littoral</name>
<texture>Terrain/tidal.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 include="Materials/regions/european.xml">
<effect>Effects/crop</effect>
<name>MixedCropPastureCover</name>
@ -1728,7 +1740,6 @@
</equals>
</condition>
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
@ -1746,6 +1757,25 @@
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>summer</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/tidal.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>
@ -2522,7 +2552,6 @@
</equals>
</condition>
<name>Marsh</name>
<name>Littoral</name>
<name>FloodLand</name>
<name>SaltMarsh</name>
<name>HerbWetlandCover</name>
@ -2540,6 +2569,25 @@
<load-resistance>1e30</load-resistance>
</material>
<material>
<condition>
<equals>
<property>sim/startup/season</property>
<value>winter</value>
</equals>
</condition>
<name>Littoral</name>
<texture>Terrain/tidal.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>