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29 commits

Author SHA1 Message Date
david
6afe03a37f Added new textures for barren rock, shrubland, and shallow tidal
water.  Actually, these are almost two years old, but I never
integrated them into the base package.
2002-09-04 12:39:38 +00:00
curt
2622c675c1 Added a small amount of emmissive to the built up areas. 2002-08-30 21:55:40 +00:00
david
0f951b8c2d Added entry for Sand material. 2002-08-24 15:28:15 +00:00
david
1829b8935c Added IntermittentStream material. 2002-08-15 19:44:18 +00:00
david
2ae996b7cc Patch from Erik Hofman to make cities glow and water sparkle.
[dpm: made Urban change to Town as well]
2002-08-04 16:54:08 +00:00
david
8703778570 Added the new expanded Airport area (cleared area around runways). 2002-08-02 20:54:31 +00:00
david
cb7b6369af Patch from Erik Hofman to add specular and emissive colours to water
and urban areas (respectively).  Nothing is showing up yet in
FlightGear.
2002-07-31 15:57:15 +00:00
david
895c512596 Added a red brick school for settled areas, and made the cows rarer again. 2002-07-26 00:02:08 +00:00
david
7440c5ea3b There were too many cows. 2002-07-21 18:04:13 +00:00
david
e86445f9ab Added new, large building by Frederic Bouvier. Because it is very
distinctive, I've made it extremely rare.
2002-07-20 22:01:58 +00:00
david
e0659e853b Oil tanks for built-up areas. 2002-07-20 20:45:32 +00:00
david
2b7be92693 Oops -- restored average forest tree density to one tree for every
10,000m^2 (i.e. 100m x 100m).
2002-07-20 16:43:37 +00:00
david
8a39071358 Fixed typo that was causing a DIV0 error and run-away memory
allocation.
2002-07-20 16:41:56 +00:00
david
928e1670a8 Added a cube apartment building by Frederic Bouvier and a farm silo by
David Megginson.
2002-07-20 14:43:01 +00:00
david
6a99c5b2dd Grouped random objects by visual range, to match changes in C++ code. 2002-07-20 13:01:17 +00:00
david
4586491815 Updates for latest code changes, and increased density for small
office building.
2002-07-19 23:52:22 +00:00
david
99bdef420b Added a low-rise glass office building for urban areas, and made it
much more common than the big apartment building.
2002-07-19 20:46:32 +00:00
david
898a8e15c7 Added a generic water tower (no town name) and a largish Christian
church (with steeple and church hall) for random placement in scenery.
2002-07-19 19:45:32 +00:00
david
aa2d9b77ee New terrain textures from Erik Hofman. 2002-07-18 21:09:25 +00:00
david
4e223eea06 Added a red barn to appear occasionally on farmland, with a 3km range
of visibility.
2002-07-18 15:42:35 +00:00
david
2a30355af5 Removed obsolete group-range properties for randomly-placed objects. 2002-07-18 11:34:24 +00:00
david
2ee5c6ba4b Group reusable parameters for easier experimentation. 2002-07-15 20:33:24 +00:00
david
6b970616aa Updated models and config for dynamically-generated scenery objects. 2002-07-15 16:24:03 +00:00
curt
dce4129036 Erik Hofman wrote a program to calculate non-textured material rgb values based
on the original texture ... at hight altitudes, you almost can't tell if
texturing is on or off with this patch.
2002-04-26 14:41:08 +00:00
curt
13b05c173e alias all the marked dirt runways to concrete. This isn't a good long term
solution, although it may have to do.  Most cards probably don't have texture
ram enough for an entirely new set of additional runway textures.
2002-02-07 19:54:14 +00:00
david
0bc58b2fc0 Added Town material and texture. 2002-02-01 01:38:10 +00:00
david
44324f247c Regenerated from original materials file to correct colours. 2002-02-01 00:05:52 +00:00
david
2bd291edf8 Fixed path to asphault and gravel textures. 2002-01-07 12:41:35 +00:00
david
f9829eba75 Replaced old materials file with materials.xml, using the regular
property-file format.  This new format will simplify extensions later
on (including crash detection on forest and water surfaces, etc.).
There is also a DTD file for anyone with an XML editor.
2001-12-28 22:37:57 +00:00