README documentation for materials.xml.
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Docs/README.materials
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README.materials
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This README describes the materials.xml file format. It is targeted at those
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wanting to change the appearance of the scenery in FlightGear.
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As is the norm in FG, the materials.xml file is a properties file. However,
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it is only read on startup, is not part of the main property tree and cannot
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be changed at runtime.
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The properties file consists of a number of <material> entries, each of which
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describes a single visually distinct terrain material in the FG world.
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The rest of this document describes the children tags of the <material> entry.
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name : Scenery type names that map to this material. These are typically taken
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from landclass definitions created by TerraGear. Multiple scenery types
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may map to a single material. This is recommended to minimize texture
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memory usage.
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condition : A condition statement used to activate the material. Note that this
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if evaluated once at start-up.
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texture : A relative path to an SGI RGB, PNG or DDS file containing a texture
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for the material. RGB and PNG are recommended for platform compatibility.
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You may define more than one <texture> element, in which case the scenery
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loader will choose one texture for each contiguous set of scenery
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triangles.
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texture-set : If using an effect (see below), it may be necessary to define more
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than one texture. The texture-set element has multiple <texture> element
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children which may then be referenced by the effect. You may define more
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than one <texture-set> element, in which case the scenery loader will
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choose one texture for each contiguous set of scenery triangles.
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object-mask : An optional bitmap file used to control random placement of lights,
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buildings and vegetation on the terrain. The green channel mask is used
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for random vegetation placement, the blue channel for buildings and lights.
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and the red channel controls the rotation of buildings (0.0 is North, 0.5
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is South). Fractional colour values can be used to give a probability of
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placement. Multiple object-masks may be defined to match up with <texture>
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or <texture-set> elements.
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effect : The effect to be used for this material. (default:
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Effects/terrain-default)
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ambient, diffuse, specular, emissive, and shininess are copied into the
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parameter section of the effect created for this material.
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wrapu : True if the texture should repeat horizontally over a surface, false if
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it should not repeat (default: true).
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wrapv : True if the texture should repeat vertically over a surface, false if
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it should not repeat (default: true).
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mipmap : True if the texture should be mipmapped, false otherwise. (default: true).
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xsize : The horizontal size of a single texture repetition, in meters.
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ysize : the vertical size of a single texture repetition, in meters
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light-coverage : The coverage of a single point of light in m^2. 0 indicates no
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lights at all. Minimum value is 1000m^2. May be masked by the blue channel
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of an object-mask. Lights are all generated 3m above the surface, and
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have random colour (50% yellow, 35% white, 10% orange, 5% red)
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ambient : The ambient light colour for the material, specified as separate
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r, g, b, a components (default: all color components 0.2, alpha 1.0).
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diffuse : The diffuse light colour for the material, specified as separate
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r, g, b, a components (default: all color components 0.8, alpha 1.0).
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specular : The specular light colour for the material, specified as separate
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r, g, b, a components (default: all color components 0.0, alpha 1.0).
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emissive : The emissive light colour for the material, specified as separate
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r, g, b, a components (default: all color components 0.0, alpha 1.0).
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solid : Whether the surface is solid from an FDM perspective. If it is not
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solid, it is assumed that the material models a fluid (water) surface.
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(default: true).
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friction-factor : The friction factor for that material. The normalized
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factor can be used by a FDM to post-multiply all contact friction forces
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with that factor. That is the more slippery a material is the smaller this
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value should be. (default: 1.0 for Dry concrete/Asphalt).
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rolling-friction : the gear rolling rolling-friction coefficient for this
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particular material. (default: 0.02 for Dry concrete/Asphalt).
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bumpiness : normalized bumpiness factor for this particular terrain.
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(default: 0.0 for a smooth surface).
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load-resistance : a pressure value how much force per surface area this
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surface can carry without deformation. The value should be in N/m^2
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(default: 1e30).
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glyph : group that defines one letter/digit/symbol in a font texture
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sub-entries: name, left (default: 0.0), right (default: 1.0)
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(left and right describe the horizontal position in the texture.)
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wood-coverage : The coverage of trees in areas marked as woodland in
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m^2. A lower number means a higher density of trees. A value of
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0 indicates no woods. May be masked by the green channel of an
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object-mask. (default: 0)
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tree-range-m : The range at which trees become visible. Note that this
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is not absolute, as trees are loaded in blocks. A lower number means
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trees will not become visible until you are closer.
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tree-texture : A texture to use for the trees. Typically this will be a
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strip with multiple tree textures.
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tree-varieties : The number of different trees defined in the tree-texture
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horizontally. (default: 1)
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tree-height-m : The average height of the trees. Actual tree height will
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vary by +/- 50%. (default: 0)
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tree-width-m : The average width of the tree cover. Actual tree width will
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vary by +/- 50%. (default 0)
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object-group : A group of random objects to be placed on the surface. Contains
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<range-m> and one or mode <object> children.
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range-m : The distance at which objects within this object-group become
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visible. Note that for realism, 60% of the objects will become visible
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at <range-m>, 30% at 1.5*<range-m>, and 10% at 2*<range-m>.
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(default: 2000)
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object : A set of random objects to be placed. Contains <coverage-m2>, <path>
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and <heading> children.
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coverage-m2 : The coverage of a single object in m2. Lower values mean a higher
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density. Minimum value is 1000.
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spacing-m : The minimum space between this object and any other on the surface in
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meters. This helps to avoid objects being placed ontop of each other.
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(default 20)
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path : Path relative to FG_ROOT to a model definition, usually .ac or .xml file.
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More than one <path> may be included within the <object> tag, in which
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case a single <path> is chosen at random for each individual object
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placement.
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heading-type : Indicator of how the heading of the random objects should be
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determined. Valid values are:
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fixed - Objects all point North. Default.
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random - Objects are assigned an individual random heading
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mask - Rotation is taken from the red channel of the object-mask
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billboard - Object is always rotated to face camera - expensive
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<?xml version="1.0"?>
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<!--
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************************************************************************
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FlightGear Materials File
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This property file configures the materials for FlightGear. Each
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material describes a single visual appearance in the simulator, which
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can be represented by a colour, a texture, or both. If a material has
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more than one name, all of the names will be used as aliases for the
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same material: this is often a good idea to save texture memory.
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Currently, colours will not be used unless the user disables textures;
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in the future, the program may use textures with an alpha component so
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that it will combine with the colour underneath.
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Properties currently used:
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name: A name for the texture (you may provide more than one). The
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FlightGear scenery files look up their textures by name.
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texture: A relative path to an SGI RGB file containing a texture for
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the material.
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wrapu: true if the texture should repeat horizontally over a
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surface, false if it should not repeat (default: true).
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wrapv: true if the texture should repeat vertically over a
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surface, false if it should not repeat (default: true).
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mipmap: true if the texture should be mipmapped, false otherwise
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(default: true).
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xsize: the horizontal size of a single texture repetition, in meters
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(0, the default, means use the natural size [??]).
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ysize: the vertical size of a single texture repetition, in meters
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(0, the default, means use the natural size [??]).
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light-coverage: a seed number for generating random night lighting
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over an area. A higher number means fewer lights, and 0 means
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that lighting is disabled.
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ambient: the ambient light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.2, alpha 1.0).
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diffuse: the diffuse light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.8, alpha 1.0).
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specular: the specular light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.0, alpha 1.0).
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emissive: the emissive light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.0, alpha 1.0).
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solid: bool value, if true the surface is solid for an FDM. If it is not
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solid, it is assumed that the material models a fluid (water) surface
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(default: true).
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friction-factor: the friction factor for that material. The normalized
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factor can be used by a FDM to post-multiply all contact friction forces
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with that factor. That is the more slippery a material is the smaller this
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value should be. (default: 1.0 for Dry concrete/Asphalt).
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rolling-friction: the gear rolling rolling-friction coefficient for this
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particular material. (default: 0.02 for Dry concrete/Asphalt).
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bumpiness: normalized bumpiness factor for this particular terrain.
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(default: 0.0 for a smooth surface).
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load-resistance: a pressure value how much force per surface area this
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surface can carry without deformation. The value should be in N/m^2
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(default: FLT_MAX).
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glyph: group that defines one letter/digit/symbol in a font texture
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sub-entries: name, left (default: 0.0), right (default: 1.0)
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(left and right describe the horizontal position in the texture.)
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wood-coverage: The coverage of trees in areas marked as woodland in
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m^2. A lower number means a higher density of woods. A value of
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0 indicates no woods.
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tree-range-m: The range at which trees become visible. Note that this
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is not absolute, as trees are loaded in blocks. A lower number means
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trees will not become visible until you are closer.
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tree-texture: A texture to use for the trees. Typically this will be a
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strip with multiple tree textures.
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tree-varieties: The number of different trees defined in the tree-texture
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tree-height-m: The average height of the trees cover. Actual tree height
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will vary by +/- 50%.
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tree-width-m: The average width of the tree cover. Actual tree width
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will vary by +/- 50%.
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effect - The name of an effect to inherit from. The default is
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Effects/terrain-default.
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object-mask: png file used as a mask for trees (green channel), buildings
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(blue channel) and building rotation (red channel). Note that this is
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used as a mask on the coverage-m2 and wood-coverage values. I.e. the
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wood-coverage value is used to determine the placement of a number of
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trees, which are then masked by the object-mask texture. Partial values
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are randomly checked against, so a green value of 128 (0.5) means that
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if the wood-coverage indicates that a tree is located at that point,
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it only has a 50% chance of being added.
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ambient, diffuse, specular, emissive, and shininess are copied into the
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parameter section of the effect created for this material.
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************************************************************************
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-->
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<!-- FlightGear Materials File. See Docs/README.materials for details. -->
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<PropertyList>
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117
materials.xml
117
materials.xml
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<?xml version="1.0"?>
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<!--
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************************************************************************
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FlightGear Materials File
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This property file configures the materials for FlightGear. Each
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material describes a single visual appearance in the simulator, which
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can be represented by a colour, a texture, or both. If a material has
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more than one name, all of the names will be used as aliases for the
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same material: this is often a good idea to save texture memory.
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Currently, colours will not be used unless the user disables textures;
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in the future, the program may use textures with an alpha component so
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that it will combine with the colour underneath.
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Properties currently used:
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name: A name for the texture (you may provide more than one). The
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FlightGear scenery files look up their textures by name.
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texture: A relative path to an SGI RGB file containing a texture for
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the material.
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wrapu: true if the texture should repeat horizontally over a
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surface, false if it should not repeat (default: true).
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wrapv: true if the texture should repeat vertically over a
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surface, false if it should not repeat (default: true).
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mipmap: true if the texture should be mipmapped, false otherwise
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(default: true).
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xsize: the horizontal size of a single texture repetition, in meters
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(0, the default, means use the natural size [??]).
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ysize: the vertical size of a single texture repetition, in meters
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(0, the default, means use the natural size [??]).
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light-coverage: a seed number for generating random night lighting
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over an area. A higher number means fewer lights, and 0 means
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that lighting is disabled.
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ambient: the ambient light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.2, alpha 1.0).
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diffuse: the diffuse light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.8, alpha 1.0).
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specular: the specular light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.0, alpha 1.0).
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emissive: the emissive light colour for the material, specified as
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separate red, green, blue, and alpha components (default: all
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color components 0.0, alpha 1.0).
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solid: bool value, if true the surface is solid for an FDM. If it is not
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solid, it is assumed that the material models a fluid (water) surface
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(default: true).
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friction-factor: the friction factor for that material. The normalized
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factor can be used by a FDM to post-multiply all contact friction forces
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with that factor. That is the more slippery a material is the smaller this
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value should be. (default: 1.0 for Dry concrete/Asphalt).
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rolling-friction: the gear rolling rolling-friction coefficient for this
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particular material. (default: 0.02 for Dry concrete/Asphalt).
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bumpiness: normalized bumpiness factor for this particular terrain.
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(default: 0.0 for a smooth surface).
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load-resistance: a pressure value how much force per surface area this
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surface can carry without deformation. The value should be in N/m^2
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(default: FLT_MAX).
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glyph: group that defines one letter/digit/symbol in a font texture
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sub-entries: name, left (default: 0.0), right (default: 1.0)
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(left and right describe the horizontal position in the texture.)
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wood-coverage: The coverage of trees in areas marked as woodland in
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m^2. A lower number means a higher density of trees. A value of
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0 indicates no woods.
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|
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tree-range-m: The range at which trees become visible. Note that this
|
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is not absolute, as trees are loaded in blocks. A lower number means
|
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trees will not become visible until you are closer.
|
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|
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tree-texture: A texture to use for the trees. Typically this will be a
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strip with multiple tree textures.
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tree-varieties: The number of different trees defined in the tree-texture
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tree-height-m: The average height of the trees cover. Actual tree height
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will vary by +/- 50%.
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tree-width-m: The average width of the tree cover. Actual tree width
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will vary by +/- 50%.
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effect - The name of an effect to inherit from. The default is
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Effects/terrain-default.
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object-mask: png file used as a mask for trees (green channel), buildings
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(blue channel) and building rotation (red channel). Note that this is
|
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used as a mask on the coverage-m2 and wood-coverage values. I.e. the
|
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wood-coverage value is used to determine the placement of a number of
|
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trees, which are then masked by the object-mask texture. Partial values
|
||||
are randomly checked against, so a green value of 128 (0.5) means that
|
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if the wood-coverage indicates that a tree is located at that point,
|
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it only has a 50% chance of being added.
|
||||
|
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ambient, diffuse, specular, emissive, and shininess are copied into the
|
||||
parameter section of the effect created for this material.
|
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************************************************************************
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-->
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<!-- FlightGear Materials File. See Docs/README.materials for details. -->
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<PropertyList>
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Add table
Reference in a new issue