Erik Hofman
e70f096654
Remove any reference to the winter textures which are relaced with a snow shader now
2021-01-19 13:10:06 +01:00
Stuart Buchanan
78f72a5ec3
WS30: Landclass to material map in materials.xml
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Initial mapping of landclass to material names based
on CORINE.
2020-11-29 19:31:31 +00:00
Erik Hofman
7583a51b0a
Improve littoral areas
2020-10-18 11:27:23 +02:00
Stuart Buchanan
97d54bf17f
Make LOD for trees/buildings/objects/STG configurable.
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Now based on /sim/rendering/static-lod/rough.
This commit removes a large number of range
settings that should in general be set by the user.
2016-04-08 22:39:29 +01:00
Stuart Buchanan
40930c1a77
New materials.xml format
2014-08-09 20:33:50 +01:00
Stuart Buchanan
266313486d
Add dynamic selection of tree texture based on season and snow level.
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All tree texture sheets now contain 4 different texture sets for
different conditions. See Docs/README.materials for details.
Also retire the -summer and -winter variants of tree textures, which
are now redundant.
2013-04-20 21:09:03 +01:00
Christian Schmitt
5fb81648e2
Correct duplicate material names
2012-12-12 12:06:24 +01:00
Christian Schmitt
d95a979b97
Use capitals for newly added materials, as it's done for the other landcover names
2012-12-10 00:12:44 +01:00
Christian Schmitt
ef813cca94
Add synonym material definitions for future diversification (needed by TG)
2012-12-09 22:32:08 +01:00
Emilian Huminiuc
cf92caa6c8
Assign proper effect to inland waterbodies.
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-11-07 14:04:12 +02:00
Martin Spott
6b8f449747
Make a distinction between tidal areas and 'regular' terrain,
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still in need of improvement, but less ugly than before.
2012-09-06 13:01:57 +02:00
Emilian Huminiuc
b1b263b483
Rmove stray .dds references in terrain-default.eff and non-dds materials file
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This should hopefuly prevent any dds files from being loaded when using the default/regional materials file
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-07-13 13:35:19 +03:00
Emilian Huminiuc
6ef4f5eca0
Make water efect use png textures by default, and rely on their dds counterparts only when using the dds materials file.
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Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-06-16 18:57:14 +03:00
Christian Schmitt
06da90b993
Add special taxiway signs and remove old unlighted signs materials
2012-06-13 15:27:17 +02:00
Christian Schmitt
ddea904dcb
Remove old signs material
2012-05-11 11:10:40 +02:00
Christian Schmitt
1261833a5b
3D taxiway signs textures for the case
2012-05-05 13:40:33 +02:00
Stuart Buchanan
3b995d5a48
Reduce building density to offset improved placement algorithm.
2012-04-28 20:01:54 +01:00
Stuart Buchanan
fef7170857
Manual merge of the following commits from data/materials-dds.xml
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532c93cfa06c3be2d5b47cbffe33a89c04433b8a
c32204a079ea204ff10c2961e75e5cea9ae98afc
d66d417dea5dc0cf06222627ba3ccf9de6506630
2012-04-24 22:47:04 +01:00
Stuart Buchanan
15dc296a0a
Manual merge from data/materials.xml of
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532c93cfa06c3be2d5b47cbffe33a89c04433b8a
c32204a079ea204ff10c2961e75e5cea9ae98afc
d66d417dea5dc0cf06222627ba3ccf9de6506630
into the new Materials definitions.
2012-04-24 22:33:32 +01:00
Stuart Buchanan
98e7a194e8
Random buildings - initial commit of data portion. Requires
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simgear change to have any effect.
2012-04-24 21:55:37 +01:00
Stuart Buchanan
9c901780ac
Split out common materials and settings from materials files, create file structure
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to support more materials definitions in future. Also make a couple of fixes:
- Runway effect now works for both dds and non-dds
- PNG definitions for pa_shoulder and pc_shoulder
- Defined Industrial area (previously this was common with Urban)
2012-02-24 21:17:44 +00:00