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