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Author SHA1 Message Date
gral@who.net
197200149c Better herbtundra colour and transition 2010-08-25 22:50:57 +02:00
gral@who.net
64c5757f6d Working on transitions, adding herbtundra 2010-08-23 12:15:09 +02:00
gral@who.net
10f97d1718 New combination of snow and glacier/permanent snow 2010-08-22 23:05:46 +02:00
gral@who.net
2cccee4886 New forest efffect with rock 2010-08-21 12:54:26 +02:00
gral@who.net
1a9bf761fe Added cropgrass effect and associated textures 2010-08-15 16:30:11 +02:00
gral@who.net
700e8c1ef2 Removing roads in the new forest textures and changed all values in materials.xml from <a>1</a> to <a>1.0</a>. 2010-07-31 16:19:46 +02:00
Martin Spott
4d66f75b52 Fix material name typo 2010-07-23 00:58:41 +02:00
fredb
65007fd4b3 Create effects for shrub type landmass with no or little height. Add a new shrub texture contributed by Yves 2010-04-11 08:36:29 +00:00
fredb
09addc4390 Restore original urban texture scale 2010-04-10 10:10:58 +00:00
fredb
cae0c318b7 Use new materials.xml format to declare a second city texture with its own relief map provided by Yves/hb-gral 2010-04-10 09:32:54 +00:00
fredb
fbb810c5a6 Reindent file 2010-04-10 08:26:50 +00:00
stuart
20d5a5716e Use landmass (snow and rock) shader for TundraCover, GrassCover. 2010-03-26 22:12:25 +00:00
ehofman
e96ca342c5 better coverage size for city textures 2010-03-13 10:34:50 +00:00
fredb
c9236ad565 First iteration of the urban effect with relief mapping. Relief map by HB-Gral. 2010-03-12 22:25:19 +00:00
ehofman
e750871f7c remove an empty <path/> tag 2010-02-03 08:34:05 +00:00
ehofman
6ca9a4868c Reorganize the town area a bit 2010-01-26 12:38:25 +00:00
ehofman
a8a8f22642 ease up on the exotic buildings a bit 2010-01-26 11:32:19 +00:00
martin
2ca51947fd Introducory step to support CORINE-based FlightGear Scenery.
Feel invited to create and introduce appropriate or/and better textures
for Littoral/FloodLand, GolfCourse, Cemetry, OpenMining, Lava,
ComplexCrop, Saline, Orchard, Rainforest ....  and probably also those
which I've forgotten.
2009-12-26 18:49:37 +00:00
martin
953d867749 John Holden:
Lava Texture. If someone comes up with something better, I'm all for
using that instead. This is just a recolorized dirt.
2009-09-30 05:22:57 +00:00
torsten
50e7bd1ff2 Stuart Buchanan: I've been working on a small patch to allow trees to be grouped together into woods. This allows what seems to me to be a more realistic grouping of trees for farmland in particular. 2009-08-09 10:51:51 +00:00
timoore
943ba2a4fe Till Busch - effects, shaders and textures for crop and water effects
Incorporated changes to effects file syntax. Changed Till's landmass
to mix in the base terrain texture. Some shader cleanup.

Also, add a GUI control for enabling shaders.
2009-08-08 10:17:58 +00:00
timoore
a3adbc74cb Effects documentation. 2009-07-15 22:50:03 +00:00
martin
544abe7ea9 Lay the path to allow ongoing development of diversity in landuse types.
Having distinct textures at least for GolfCourse, Dirt, OpenMining and Lava
would be higly desirable - we'd be really happy to see a texture developer
step up.
2009-01-20 12:19:59 +00:00
sydadams
74ebae5b2b changed rgb to png 2008-10-14 00:55:22 +00:00
jons
b417e152e6 Add random horses 2008-09-30 19:23:16 +00:00
vmmeazza
94dbbb8eac Use new and modified ship models as random objects 2008-04-21 21:14:16 +00:00
sydadams
f4eada5a28 Electrical fix ... couldn't shut off generators 2008-04-20 20:17:51 +00:00
vmmeazza
76e013871a Add some random shipping (experimental) 2008-04-06 22:19:26 +00:00
mfranz
a606294bf7 remove trailing spaces, fix indentation, spelling fixes 2008-02-16 22:42:24 +00:00
sydadams
e78dc8c153 removed the materials.xml.test file , changes are in materials.xml now 2008-02-16 22:34:51 +00:00
mfranz
2aa8e41828 rename '.' glyph and arrow glyph names according to the new sign language spec 2008-02-13 19:06:46 +00:00
timoore
cefe3edeb2 Latest trees update from Stuart Buchanan.
Random variation of tree texture maps.
2008-02-07 23:11:38 +00:00
timoore
a511a1d020 Specification of random tree models and densities. From Stuart Buchanan. 2008-02-02 23:10:08 +00:00
mfranz
a856d86181 adopt glyph names from apt.dat 840 for "runway safety area" and "ils critical
area boundary"
2008-01-20 15:14:47 +00:00
frohlich
c621499645 Modified Files:
materials.dtd materials.xml:Olaf Flebbe: Clean up anisotropic
	filtering.
2007-06-08 06:51:38 +00:00
frohlich
4058cd1a37 Modified Files:
materials.xml: Add runway light materails.
2007-05-28 05:07:49 +00:00
mfranz
e6feb269c7 s/resistence/resistance/ 2007-05-13 11:53:46 +00:00
mfranz
bebbbc28e6 s/asphault/asphalt/ 2007-05-13 11:44:35 +00:00
mfranz
0936a148e1 - don't list the "Default" material name first, as the first entry is
what we usually want when we query the material, and "Default" isn't
  very descriptive
2007-05-13 09:38:36 +00:00
frohlich
29f9ffd043 Modified Files:
materials.dtd materials.xml: Filter runway textures better.
2007-04-21 12:13:51 +00:00
mfranz
4a08d75574 Maik JUSTUS: improve some friction values (ice, snow, dirt-runway, grass, ...)
mf: fix sign glyph name, adjust some sign properties
2007-01-28 11:43:50 +00:00
martin
26ac84dc67 Prepare for renaming in order to get closer to the original meaning in
the VMap0 spec.
2006-10-15 10:46:45 +00:00
martin
6d883e5fe5 My wife expects me to be correct about this .... ;-) 2006-10-14 22:32:04 +00:00
martin
bd560b9cd6 An early riser out of many steps in order to prepare for a cleanup of
the different Landcover material names. Completely harmless.
2006-10-14 22:06:20 +00:00
frohlich
aabab43f47 Provide the newly introduced properties to materials.
Document them like the others are documented.
2006-06-11 13:38:45 +00:00
mfranz
3c2b7876de adjustment to the raised period to fight mipmapping artifacts 2006-04-22 15:36:40 +00:00
mfranz
7208f2d695 thanks to Erik's texture map I can now drop empty.rgb altogether and just
specify the same texture in the "foo.lighted" and "foo.unlighted" material
entry. This also allows to drop the state cloning and thereby solves the
most urgent apt_signs.cxx TODO. :-)
2006-04-22 13:40:58 +00:00
mfranz
4c3c3310c4 save some texture memory by setting a very small 8x8 texture. Otherwise
the matlib would use unknown.rgb, which is 256x256. And plib would AFAICS
load it 5 times, because it is too stupid to share the contents.
2006-04-20 20:00:29 +00:00
mfranz
d541f77982 add a separate material entry for each sign's unlighted state. That's not
exactly how the material lib was designed for. Better would be selectable
sub-states within one material. But as long as only the signs need it, I'd
say we can live with that.
2006-04-20 15:53:57 +00:00
mfranz
e54c43581d fix {start,stop}-frame for @L (Location) signs 2006-04-16 21:28:04 +00:00