<?xml version="1.0"?>

<!--
************************************************************************
FlightGear Materials File

This property file configures the materials for FlightGear.  Each
material describes a single visual appearance in the simulator, which
can be represented by a colour, a texture, or both.  If a material has
more than one name, all of the names will be used as aliases for the
same material: this is often a good idea to save texture memory.

Currently, colours will not be used unless the user disables textures;
in the future, the program may use textures with an alpha component so
that it will combine with the colour underneath.

Properties currently used:

  name: A name for the texture (you may provide more than one).  The
   FlightGear scenery files look up their textures by name.

  texture: A relative path to an SGI RGB file containing a texture for
    the material.

  wrapu: true if the texture should repeat horizontally over a
    surface, false if it should not repeat (default: true).

  wrapv: true if the texture should repeat vertically over a
    surface, false if it should not repeat (default: true).

  mipmap: true if the texture should be mipmapped, false otherwise
    (default: true).

  xsize: the horizontal size of a single texture repetition, in meters
    (0, the default, means use the natural size [??]).

  ysize: the vertical size of a single texture repetition, in meters
    (0, the default, means use the natural size [??]).

  light-coverage: a seed number for generating random night lighting
    over an area.  A higher number means fewer lights, and 0 means
    that lighting is disabled.

  ambient: the ambient light colour for the material, specified as
    separate red, green, blue, and alpha components (default: all
    color components 0.2, alpha 1.0).

  diffuse: the diffuse light colour for the material, specified as
    separate red, green, blue, and alpha components (default: all
    color components 0.8, alpha 1.0).

  specular: the specular light colour for the material, specified as
    separate red, green, blue, and alpha components (default: all
    color components 0.0, alpha 1.0).

  emissive: the emissive light colour for the material, specified as
    separate red, green, blue, and alpha components (default: all
    color components 0.0, alpha 1.0).

  solid: bool value, if true the surface is solid for an FDM. If it is not
    solid, it is assumed that the material models a fluid (water) surface
    (default: true).

  friction-factor: the friction factor for that material. The normalized
    factor can be used by a FDM to post-multiply all contact friction forces
    with that factor. That is the more slippery a material is the smaller this
    value should be. (default: 1.0 for Dry concrete/Asphalt).

  rolling-friction: the gear rolling rolling-friction coefficient for this
    particular material. (default: 0.02 for Dry concrete/Asphalt).

  bumpiness: normalized bumpiness factor for this particular terrain.
    (default: 0.0 for a smooth surface).

  load-resistance: a pressure value how much force per surface area this
    surface can carry without deformation. The value should be in N/m^2
    (default: FLT_MAX).

  glyph: group that defines one letter/digit/symbol in a font texture
    sub-entries: name, left (default: 0.0), right (default: 1.0)
    (left and right describe the horizontal position in the texture.)

  wood-coverage: The coverage of woods in m^2. A lower number means a
    higher density of woods. A value of 0 indicates no woods.

  wood-size: The average size of each wood in m^2. A lower number
    means smaller individual woods. If not set, each wood is considered
    to contain a single tree, causing even distribution.

  tree-density: The area covered by each tree in the wood in m^2. A
    lower number means denser individual woods. Ignored if wood-size
    is not set.

  tree-range-m: The range at which trees become visible. Note that this
    is not absolute, as trees are loaded in blocks. A lower number means
    trees will not become visible until you are closer.

  tree-texture: A texture to use for the trees. Typically this will be a
    strip with multiple tree textures.

  tree-varieties: The number of different trees defined in the tree-texture

  tree-height-m: The average height of the trees cover. Actual tree height
    will vary by +/- 50%.

  tree-width-m: The average width of the tree cover. Actual tree width
    will vary by +/- 50%.

  effect - The name of an effect to inherit from. The default is
    Effects/terrain-default.

   ambient, diffuse, specular, emissive, and shininess are copied into the
   parameter section of the effect created for this material.
************************************************************************
-->

<PropertyList>

  <!--
Shared parameters for various materials.
-->
  <params>
    <forest>
      <!-- Maximum distance from which a tree is visible -->
      <tree-range-m>8000</tree-range-m>
    </forest>
  </params>

  <material>
    <name>grass_rwy</name>
    <texture>Runway/grass_rwy.dds</texture>
    <xsize>75</xsize>
    <ysize>75</ysize>
    <solid>1</solid>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.05</rolling-friction>
    <bumpiness>0.05</bumpiness>
    <load-resistance>1e5</load-resistance>
  </material>

  <material>
    <name>dirt_rwy</name>
    <texture>Runway/dirt_rwy.dds</texture>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.04</rolling-friction>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <name>lakebed_taxiway</name>
    <texture>Runway/lakebed_taxiway.dds</texture>
    <rolling-friction>0.04</rolling-friction>
    <bumpiness>0.05</bumpiness>
  </material>

 <material>
	 <name>pa_taxiway</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_taxiway.dds</texture>
 </material>

 <material>
	 <name>pa_tiedown</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tiedown.dds</texture>
 </material>

 <material>
	 <name>pa_dspl_thresh</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_dspl_thresh.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_dspl_arrows</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_dspl_arrows.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_threshold</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_threshold.dds</texture>
	 <wrapu>false</wrapu>
	 <wrapv>false</wrapv>
 </material>

 <material>
	 <name>pa_stopway</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_stopway.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_L</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_L.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_R</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_R.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_C</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_C.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_0l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_0l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_0r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_0r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_1c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_1c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_1l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_1l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_1r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_1r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_11</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_11.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_2c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_2c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_2l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_2l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_2r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_2r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_3c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_3c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_3l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_3l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_3r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_3r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_4c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_4c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_4r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_4r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_5c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_5c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_5r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_5r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_6c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_6c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_6r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_6r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_7c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_7c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_7r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_7r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_8c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_8c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_8r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_8r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_9c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_9c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_9r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_9r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_tz_three</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tz_three.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_aim</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_aim.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_tz_two_a</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tz_two_a.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_tz_two_b</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tz_two_b.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_tz_one_a</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tz_one_a.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_tz_one_b</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_tz_one_b.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_centerline</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_centerline.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_rest</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_rest.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_taxiway</name>
	 <name>dirt_rwytaxiway</name>
	 <texture>Runway/pc_taxiway.dds</texture>
 </material>

 <material>
	 <name>pc_tiedown</name>
	 <name>dirt_rwytiedown</name>
	 <texture>Runway/pc_tiedown.dds</texture>
 </material>

 <material>
	 <name>pc_dspl_thresh</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_dspl_thresh.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_dspl_arrows</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_dspl_arrows.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_threshold</name>
	 <name>dirt_rwythreshold</name>
	 <texture>Runway/pc_threshold.dds</texture>
	 <wrapu>false</wrapu>
	 <wrapv>false</wrapv>
 </material>

 <material>
	 <name>pc_stopway</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_stopway.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_L</name>
	 <name>dirt_rwyL</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_L.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_R</name>
	 <name>dirt_rwyR</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_R.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_C</name>
	 <name>dirt_rwyC</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_C.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_0l</name>
	 <name>dirt_rwy0l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_0l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_0r</name>
	 <name>dirt_rwy0r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_0r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_1c</name>
	 <name>dirt_rwy1c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_1c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_1l</name>
	 <name>dirt_rwy1l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_1l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_1r</name>
	 <name>dirt_rwy1r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_1r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_11</name>
	 <name>dirt_rwy11</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_11.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_2c</name>
	 <name>dirt_rwy2c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_2c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_2l</name>
	 <name>dirt_rwy2l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_2l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_2r</name>
	 <name>dirt_rwy2r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_2r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_3c</name>
	 <name>dirt_rwy3c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_3c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_3l</name>
	 <name>dirt_rwy3l</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_3l.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_3r</name>
	 <name>dirt_rwy3r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_3r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_4c</name>
	 <name>dirt_rwy4c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_4c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_4r</name>
	 <name>dirt_rwy4r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_4r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_5c</name>
	 <name>dirt_rwy5c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_5c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_5r</name>
	 <name>dirt_rwy5r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_5r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_6c</name>
	 <name>dirt_rwy6c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_6c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_6r</name>
	 <name>dirt_rwy6r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_6r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_7c</name>
	 <name>dirt_rwy7c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_7c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_7r</name>
	 <name>dirt_rwy7r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_7r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_8c</name>
	 <name>dirt_rwy8c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_8c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_8r</name>
	 <name>dirt_rwy8r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_8r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_9c</name>
	 <name>dirt_rwy9c</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_9c.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_9r</name>
	 <name>dirt_rwy9r</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_9r.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_tz_three</name>
	 <name>dirt_rwytz_three</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_tz_three.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_aim</name>
	 <name>dirt_rwyaim</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_aim.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_tz_two_a</name>
	 <name>dirt_rwytz_two_a</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_tz_two_a.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_tz_two_b</name>
	 <name>dirt_rwytz_two_b</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_tz_two_b.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_tz_one_a</name>
	 <name>dirt_rwytz_one_a</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_tz_one_a.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_tz_one_b</name>
	 <name>dirt_rwytz_one_b</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_tz_one_b.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_centerline</name>
	 <name>dirt_rwycenterline</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_centerline.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_rest</name>
	 <name>dirt_rwyrest</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_rest.dds</texture>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_shoulder</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <diffuse>
		 <r>0.93</r>
		 <g>0.95</g>
		 <b>0.93</b>
		 <a>1.0</a>
	 </diffuse>
	 <specular>
		 <r>0.1</r>
		 <g>0.12</g>
		 <b>0.1</b>
		 <a>1.0</a>
	 </specular>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_shoulder.dds</texture>
	 <ysize>5</ysize>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_shoulder</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <diffuse>
		 <r>0.93</r>
		 <g>0.95</g>
		 <b>0.93</b>
		 <a>1.0</a>
	 </diffuse>
	 <specular>
		 <r>0.1</r>
		 <g>0.12</g>
		 <b>0.1</b>
		 <a>1.0</a>
	 </specular>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_shoulder.dds</texture>
	 <ysize>5</ysize>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pa_shoulder_f</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <diffuse>
		 <r>0.93</r>
		 <g>0.95</g>
		 <b>0.93</b>
		 <a>1.0</a>
	 </diffuse>
	 <specular>
		 <r>0.1</r>
		 <g>0.12</g>
		 <b>0.1</b>
		 <a>1.0</a>
	 </specular>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pa_shoulder_f.dds</texture>
	 <ysize>5</ysize>
	 <wrapu>false</wrapu>
 </material>

 <material>
	 <name>pc_shoulder_f</name>
	 <effect>Effects/runway</effect>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <diffuse>
		 <r>0.93</r>
		 <g>0.95</g>
		 <b>0.93</b>
		 <a>1.0</a>
	 </diffuse>
	 <specular>
		 <r>0.1</r>
		 <g>0.12</g>
		 <b>0.1</b>
		 <a>1.0</a>
	 </specular>
	 <shininess>
		 <use>/environment/rain-norm</use>
	 </shininess>
	 <texture>Runway/pc_shoulder_f.dds</texture>
	 <ysize>5</ysize>
	 <wrapu>false</wrapu>
 </material>

  <!-- Default Summer -->

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Landmass</name>
    <name>SomeSort</name>
    <name>Island</name>
    <name>Default</name>
    <effect>Effects/transition-base-grass-rock</effect>
    <texture>Terrain/coniferous_forest.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>EvergreenBroadCover</name>
    <name>EvergreenForest</name>
    <effect>Effects/transition-base-grass-rock</effect>
    <texture>Terrain/coniferous_forest.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>18.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-grass-rock</effect>
    <name>DeciduousBroadCover</name>
    <name>DeciduousForest</name>
    <texture>Terrain/mixedforest1c.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/deciduous-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>0.85</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-grass-rock</effect>
    <name>MixedForestCover</name>
    <name>MixedForest</name>
    <name>RainForest</name>
    <texture>Terrain/mixedforest1c.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>5000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>0.95</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-grass-rock</effect>
    <name>EvergreenNeedleCover</name>
    <name>WoodedTundraCover</name>
    <texture>Terrain/coniferous_forest.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-grass-rock</effect>
    <name>DeciduousNeedleCover</name>
    <texture>Terrain/coniferous_forest.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>15.0</tree-height-m>
    <tree-width-m>8.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Sand</name>
    <texture>Terrain/sand4.dds</texture>
    <texture>Terrain/sand5.dds</texture>
    <texture>Terrain/sand6.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <shininess>2.5</shininess>
    <rolling-friction>0.1</rolling-friction>
    <friction-factor>0.7</friction-factor>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-rock</effect>
    <name>ShrubCover</name>
    <name>ShrubGrassCover</name>
    <name>ScrubCover</name>
    <name>Scrub</name>
    <name>Sclerophyllous</name>
    <name>Heath</name>
    <texture>Terrain/shrub.dds</texture>
    <texture>Terrain/shrub1.dds</texture>
    <texture>Terrain/shrub2.dds</texture>
    <texture>Terrain/shrub3.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <diffuse>
      <r>0.86</r>
      <g>0.86</g>
      <b>0.86</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.1</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <light-coverage>20000000.0</light-coverage>
    <wood-coverage>12000.0</wood-coverage>
    <tree-texture>Textures/Trees/mixed-shrub.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>2.0</tree-height-m>
    <tree-width-m>2.0</tree-width-m>
    <rolling-friction>0.6</rolling-friction>
    <bumpiness>0.4</bumpiness>
  </material>

  <material>
    <condition>
      <and>
        <equals>
          <property>sim/startup/season</property>
          <value>summer</value>
        </equals>
        <property>sim/rendering/urban-shader</property>
      </and>
    </condition>
    <name>BuiltUpCover</name>
    <name>Urban</name>
    <!--<name>Construction</name>
    <name>Industrial</name>
    <name>Port</name>-->
    <effect>Effects/urban</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="2">Terrain/city1-relief-light.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="2">Terrain/city2-relief-light.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-apartment.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Residential/cube-apartment.ac</path>
        <path>Models/Residential/medium-apartment.ac</path>
        <path>Models/Buildings/renovated-apartment.ac</path>
        <coverage-m2>1000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-church.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/brick-school.ac</path>
        <path>Models/Buildings/bank-building.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures/Trees/mixed-summer.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <and>
        <equals>
          <property>sim/startup/season</property>
          <value>summer</value>
        </equals>
        <property>sim/rendering/urban-shader</property>
      </and>
    </condition>
    <!--<name>BuiltUpCover</name>
    <name>Urban</name>-->
    <name>Construction</name>
    <name>Industrial</name>
    <name>Port</name>
    <name>Transport</name>
    <effect>Effects/urban</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="2">Terrain/city1-relief-light.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="2">Terrain/city2-relief-light.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-long-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/Petrolstation1.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
      <not>
        <property>sim/rendering/urban-shader</property>
      </not>
    </condition>
    <name>BuiltUpCover</name>
    <name>Urban</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="4">Terrain.winter/builtup.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="4">Terrain.winter/builtup.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/big-apartment.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Residential/cube-apartment.ac</path>
        <path>Models/Residential/medium-apartment.ac</path>
        <path>Models/Buildings/renovated-apartment.ac</path>
        <coverage-m2>1000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-church.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/brick-school.ac</path>
        <path>Models/Buildings/bank-building.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
      <not>
        <property>sim/rendering/urban-shader</property>
      </not>
    </condition>
    <name>Construction</name>
    <name>Industrial</name>
    <name>Port</name>
    <name>Transport</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="4">Terrain.winter/builtup.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="4">Terrain.winter/builtup.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-long-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/Petrolstation1.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Town</name>
    <name>SubUrban</name>
    <texture>Terrain/Town1.png</texture>
    <xsize>1024</xsize>
    <ysize>1024</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>20000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-church.ac</path>
        <path>Models/Buildings/brick-school.ac</path>
        <coverage-m2>200000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/shop.ac</path>
        <path>Models/Buildings/hosshop.ac</path>
        <path>Models/Buildings/weapshop.ac</path>
        <coverage-m2>400000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Residential/germanvillagehouse1.ac</path>
        <path>Models/Residential/MontHse1Grey_White.ac</path>
        <path>Models/Residential/MontHse1Red_Tile_Yellow.ac</path>
        <coverage-m2>30000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/water</effect>
    <name>Lagoon</name>
    <texture>Terrain/water-lake.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <ambient>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.0</b>
      <a>1.0</a>
    </ambient>
    <diffuse>
      <r>0.5</r>
      <g>0.5</g>
      <b>0.5</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.3</r>
      <g>0.3</g>
      <b>0.3</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>0</solid>
    <rolling-friction>1.5</rolling-friction>
    <bumpiness>0.6</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/water-inland</effect>
    <name>Lake</name>
    <name>Pond</name>
    <name>Reservoir</name>
    <name>Stream</name>
    <name>Canal</name>
    <name>Estuary</name>
    <name>Watercourse</name>
    <name>Saline</name>
    <texture>Terrain/estuary.dds</texture>
    <!--<texture>Terrain/water-lake.png</texture>-->
    <xsize>400</xsize>
    <ysize>400</ysize>
    <ambient>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.0</b>
      <a>1.0</a>
    </ambient>
    <diffuse>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.0</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.5</r>
      <g>0.5</g>
      <b>0.5</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>0</solid>
    <rolling-friction>1.5</rolling-friction>
    <bumpiness>0.6</bumpiness>
  </material>


  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>DryLake</name>
    <name>IntermittentReservoir</name>
    <name>IntermittentLake</name>
    <texture>Terrain/sand1.dds</texture>
    <texture>Terrain/sand2.dds</texture>
    <texture>Terrain/sand3.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.04</rolling-friction>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>IntermittentStream</name>
    <texture>Terrain/wash.dds</texture>
    <xsize>200</xsize>
    <ysize>200</ysize>
    <shininess>1.5</shininess>
    <solid>0</solid>
    <rolling-friction>2.5</rolling-friction>
    <bumpiness>0.6</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Marsh</name>
    <name>Littoral</name>
    <name>FloodLand</name>
    <name>SaltMarsh</name>
    <name>HerbWetlandCover</name>
    <name>WoodedWetlandCover</name>
    <name>Bog</name>
    <effect>Effects/transition-base-rock</effect>
    <texture>Terrain/marsh2.dds</texture>
    <texture>Terrain/marsh3.dds</texture>
    <texture>Terrain/marsh4.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <light-coverage>40000000.0</light-coverage>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.3</rolling-friction>
    <bumpiness>0.2</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>GrassCover</name>
    <name>GrassLand</name>
    <name>BareTundraCover</name>/name>
    <name>MixedTundraCover</name>
    <name>Cemetery</name>
    <effect>Effects/transition-base-rock</effect>
    <texture>Terrain/grass10c.dds</texture>
    <texture>Terrain/grass10b.dds</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.15</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>HerbTundraCover</name>
    <name>HerbTundra</name>
    <effect>Effects/transition-base-rock</effect>
    <!--<effect>Effects/herbtundra</effect>-->
    <texture>Terrain/herbtundra.dds</texture>
    <texture>Terrain/herbtundra2.dds</texture>
    <texture>Terrain/herbtundra3.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.15</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>SavannaCover</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture>Terrain/savanna.dds</texture>
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>4000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.2</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Grass</name>
    <name>Airport</name>
    <name>AirportKeep</name>
    <name>Greenspace</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture>Terrain/grass10b.dds</texture>
    <texture>Terrain/grass10c.dds</texture>
    <xsize>250</xsize>
    <ysize>250</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.1</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-dirt</effect>
    <name>MixedCropPastureCover</name>
    <name>MixedCrop</name>
    <name>ComplexCrop</name>
    <texture>Terrain/mixedcrop1.dds</texture>
    <texture>Terrain/mixedcrop4.dds</texture>
    <texture>Terrain/mixedcrop3.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.7</bumpiness>
    <load-resistance>1e30</load-resistance>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>1000000.0</wood-coverage>
    <wood-size>20000.0</wood-size>
    <tree-density>4000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-dirt</effect>
    <name>IrrCropPastureCover</name>
    <name>IrrCrop</name>
    <name>Orchard</name>
    <name>Olives</name>
    <name>Vineyard</name>
    <name>Rice</name>
    <texture>Terrain/irrcrop1.dds</texture>
    <texture>Terrain/irrcrop2.dds</texture>
    <texture>Terrain/irrcrop3.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.3</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>500000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-dirt</effect>
    <name>DryCropPastureCover</name>
    <name>DryCrop</name>
    <texture-set>
      <texture>Terrain/countryside1.green.dds</texture>
      <texture n="4">Terrain.winter/countryside1.winter.dds</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/countryside2.green.dds</texture>
      <texture n="4">Terrain.winter/countryside2.winter.dds</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/countryside3.green.dds</texture>
      <texture n="4">Terrain.winter/countryside3.winter.dds</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/countryside4.green.dds</texture>
      <texture n="4">Terrain.winter/countryside4.winter.dds</texture>
    </texture-set>
    <xsize>1800</xsize>
    <ysize>1800</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <light-coverage>2000000.0</light-coverage>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>500000.0</wood-coverage>
    <wood-size>20000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>NaturalCrop</name>
    <effect>Effects/transition-base-rock</effect>
    <texture>Terrain/naturalcrop1.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <light-coverage>2000000.0</light-coverage>
    <wood-coverage>500000.0</wood-coverage>
    <wood-size>20000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <effect>Effects/transition-base-dirt</effect>
    <name>CropGrassCover</name>
    <name>CropGrass</name>
    <name>Grassland</name>
    <texture>Terrain/cropgrass1.dds</texture>
    <texture>Terrain/cropgrass2.dds</texture>
    <xsize>1500</xsize>
    <ysize>1500</ysize>
    <light-coverage>2000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
    <load-resistance>1e30</load-resistance>
    <wood-coverage>500000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>GolfCourse</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture>Terrain/golfcourse1.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <light-coverage>2000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
    <load-resistance>1e30</load-resistance>
    <wood-coverage>500000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>CropWoodCover</name>
    <name>CropWood</name>
    <name>AgroForest</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture>Terrain/cropwood.dds</texture>
    <xsize>1500</xsize>
    <ysize>1500</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.4</friction-factor>
    <rolling-friction>0.6</rolling-friction>
    <bumpiness>0.7</bumpiness>
    <load-resistance>10</load-resistance>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-summer.dds</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Littoral</name>
    <texture>Terrain/sand1.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <shininess>2.5</shininess>
    <rolling-friction>0.1</rolling-friction>
    <friction-factor>0.7</friction-factor>
    <bumpiness>0.1</bumpiness>
  </material>


  <!-- end summer-->

  <!-- Winter-->

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Landmass</name>
    <name>SomeSort</name>
    <name>EvergreenBroadCover</name>
    <name>EvergreenForest</name>
    <name>Island</name>
    <name>Default</name>
    <texture>Terrain.winter/forest1a.png</texture>
    <texture>Terrain.winter/forest1b.png</texture>
    <texture>Terrain.winter/forest1c.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>DeciduousBroadCover</name>
    <name>DeciduousForest</name>
    <texture>Terrain.winter/deciduous1.png</texture>
    <texture>Terrain.winter/deciduous2.png</texture>
    <texture>Terrain.winter/deciduous4.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/deciduous-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>0.85</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>MixedForestCover</name>
    <name>MixedForest</name>
    <name>RainForest</name>
    <texture>Terrain.winter/mixedforest.png</texture>
    <texture>Terrain.winter/mixedforest2.png</texture>
    <texture>Terrain.winter/mixedforest3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>5000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>0.95</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>EvergreenNeedleCover</name>
    <name>WoodedTundraCover</name>
    <texture>Terrain.winter/evergreen.png</texture>
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>DeciduousNeedleCover</name>
    <texture>Terrain.winter/dec_evergreen.png</texture>
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/coniferous-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>15.0</tree-height-m>
    <tree-width-m>8.0</tree-width-m>
    <rolling-friction>1</rolling-friction>
    <bumpiness>1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Sand</name>
    <texture>Terrain.winter/sand4.png</texture>
    <texture>Terrain.winter/sand5.png</texture>
    <texture>Terrain.winter/sand6.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <shininess>2.5</shininess>
    <rolling-friction>0.1</rolling-friction>
    <friction-factor>0.7</friction-factor>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>ShrubCover</name>
    <name>ShrubGrassCover</name>
    <name>ScrubCover</name>
    <name>Scrub</name>
    <name>Sclerophyllous</name>
    <name>Heath</name>
    <texture>Terrain.winter/shrub.png</texture>
    <texture>Terrain.winter/shrub2.png</texture>
    <texture>Terrain.winter/shrub3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <diffuse>
      <r>0.86</r>
      <g>0.86</g>
      <b>0.86</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.1</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <light-coverage>20000000.0</light-coverage>
    <wood-coverage>8000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-shrub-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>2.0</tree-height-m>
    <tree-width-m>2.0</tree-width-m>
    <rolling-friction>0.6</rolling-friction>
    <bumpiness>0.4</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>BuiltUpCover</name>
    <name>Urban</name>
    <!--<name>Construction</name>
    <name>Industrial</name>
    <name>Port</name>-->
    <effect>Effects/urban</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="2">Terrain/city1-relief-light.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="2">Terrain/city2-relief-light.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-apartment.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Residential/cube-apartment.ac</path>
        <path>Models/Residential/medium-apartment.ac</path>
        <path>Models/Buildings/renovated-apartment.ac</path>
        <coverage-m2>1000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-church.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/brick-school.ac</path>
        <path>Models/Buildings/bank-building.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <!--<name>BuiltUpCover</name>
    <name>Urban</name>-->
    <name>Construction</name>
    <name>Industrial</name>
    <name>Port</name>
    <name>Transport</name>
    <effect>Effects/urban</effect>
    <texture-set>
      <texture>Terrain/city1.png</texture>
      <texture n="2">Terrain/city1-relief-light.png</texture>
    </texture-set>
    <texture-set>
      <texture>Terrain/city2.png</texture>
      <texture n="2">Terrain/city2-relief-light.png</texture>
    </texture-set>
    <!--
  <texture-set>
   <texture>Terrain/city3.png</texture>
   <texture n="2">Terrain/city3-relief-light.png</texture>
  </texture-set>
-->
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/factory.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-long-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Industrial/Zone-Indus-ba.ac</path>
        <coverage-m2>4000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <object>
        <path>Models/Commercial/small-glass-office-building.ac</path>
        <path>Models/Buildings/medium-glass-office-building.ac</path>
        <path>Models/Buildings/small-modern-office.ac</path>
        <path>Models/Buildings/small-office.ac</path>
        <coverage-m2>500000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Commercial/Petrolstation1.ac</path>
        <coverage-m2>10000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Town</name>
    <name>SubUrban</name>
    <texture>Terrain.winter/Town1.png</texture>
    <xsize>1024</xsize>
    <ysize>1024</ysize>
    <light-coverage>100000.0</light-coverage>
    <emissive>
      <r>0.05</r>
      <g>0.05</g>
      <b>0.02</b>
      <a>1.0</a>
    </emissive>
    <object-group>
      <range-m>10000</range-m>
      <object>
        <path>Models/Buildings/oil-tanks.ac</path>
        <coverage-m2>20000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/big-church.ac</path>
        <coverage-m2>900000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/shop.ac</path>
        <coverage-m2>400000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/hosshop.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/weapshop.ac</path>
        <coverage-m2>400000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/brick-school.ac</path>
        <coverage-m2>2850000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/water-tower.ac</path>
        <coverage-m2>100000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <wood-coverage>250000.0</wood-coverage>
    <wood-size>5000.0</wood-size>
    <tree-density>2000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>25.0</tree-height-m>
    <tree-width-m>15.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Lake</name>
    <name>Pond</name>
    <name>Reservoir</name>
    <name>Stream</name>
    <name>Canal</name>
    <name>Lagoon</name>
    <name>Estuary</name>
    <name>Watercourse</name>
    <name>Saline</name>
    <texture>Terrain.winter/water-lake.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <ambient>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.0</b>
      <a>1.0</a>
    </ambient>
    <diffuse>
      <r>0.5</r>
      <g>0.5</g>
      <b>0.5</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.3</r>
      <g>0.3</g>
      <b>0.3</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <rolling-friction>0.5</rolling-friction>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>DryLake</name>
    <name>IntermittentReservoir</name>
    <name>IntermittentLake</name>
    <texture>Terrain.winter/sand1.png</texture>
    <texture>Terrain.winter/sand2.png</texture>
    <texture>Terrain.winter/sand3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.04</rolling-friction>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>IntermittentStream</name>
    <texture>Terrain.winter/wash.png</texture>
    <xsize>200</xsize>
    <ysize>200</ysize>
    <shininess>1.5</shininess>
    <solid>0</solid>
    <rolling-friction>2.5</rolling-friction>
    <bumpiness>0.6</bumpiness>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Marsh</name>
    <name>Bog</name>
    <name>Littoral</name>
    <name>FloodLand</name>
    <name>SaltMarsh</name>
    <name>HerbWetlandCover</name>
    <name>WoodedWetlandCover</name>
    <texture>Terrain.winter/marsh2.png</texture>
    <texture>Terrain.winter/marsh3.png</texture>
    <texture>Terrain.winter/marsh4.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <light-coverage>40000000.0</light-coverage>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.3</rolling-friction>
    <bumpiness>0.2</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>GrassCover</name>
    <name>GrassLand</name>
    <name>BareTundraCover</name>
    <name>MixedTundraCover</name>
    <texture>Terrain.winter/tundra.png</texture>
    <texture>Terrain.winter/tundra2.png</texture>
    <texture>Terrain.winter/tundra3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.15</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>HerbTundraCover</name>
    <name>HerbTundra</name>
    <texture>Terrain.winter/herbtundra.png</texture>
    <texture>Terrain.winter/herbtundra2.png</texture>
    <texture>Terrain.winter/herbtundra3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.15</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>SavannaCover</name>
    <texture>Terrain.winter/savanna.png</texture>
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <light-coverage>4000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.8</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.2</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>Grass</name>
    <name>Airport</name>
    <name>AirportKeep</name>
    <name>Greenspace</name>
    <texture>Terrain.winter/airport.png</texture>
    <xsize>125</xsize>
    <ysize>125</ysize>
    <light-coverage>4000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.1</bumpiness>
    <load-resistance>1e30</load-resistance>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>MixedCropPastureCover</name>
    <name>MixedCrop</name>
    <name>ComplexCrop</name>
    <texture>Terrain.winter/mixedcrop1.png</texture>
    <texture>Terrain.winter/mixedcrop4.png</texture>
    <texture>Terrain.winter/mixedcrop3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.7</bumpiness>
    <load-resistance>1e30</load-resistance>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>1000000.0</wood-coverage>
    <wood-size>20000.0</wood-size>
    <tree-density>4000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>IrrCropPastureCover</name>
    <name>IrrCrop</name>
    <name>Orchard</name>
    <name>Olives</name>
    <name>Vineyard</name>
    <name>Rice</name>
    <texture>Terrain.winter/irrcrop1.png</texture>
    <texture>Terrain.winter/irrcrop2.png</texture>
    <texture>Terrain.winter/irrcrop3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.3</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>150000.0</wood-coverage>
    <wood-size>10000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>DryCropPastureCover</name>
    <name>DryCrop</name>
    <effect>Effects/transition-base-dirt</effect>
    <texture >Terrain.winter/countryside1.winter.dds</texture>
    <texture >Terrain.winter/countryside2.winter.dds</texture>
    <texture >Terrain.winter/countryside3.winter.dds</texture>
    <texture >Terrain.winter/countryside3.winter.dds</texture>

    <!--<texture>Terrain.winter/countryside1.winter.dds</texture>
    <texture>Terrain.winter/countryside2.winter.dds</texture>
    <texture>Terrain.winter/drycrop1.png</texture>
    <texture>Terrain.winter/drycrop2.png</texture>
    <texture>Terrain.winter/drycrop3.png</texture>
    <texture>Terrain.winter/drycrop4.png</texture>-->
    <xsize>1800</xsize>
    <ysize>1800</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <light-coverage>2000000.0</light-coverage>
    <object-group>
      <range-m>5000</range-m>
      <object>
        <path>Models/Buildings/silo.ac</path>
        <coverage-m2>5000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Buildings/red-barn.ac</path>
        <path>Models/Buildings/horse-stable.ac</path>
        <path>Models/Buildings/cow-stable.ac</path>
        <path>Models/Agriculture/farmhouse1.ac</path>
        <path>Models/Agriculture/farmhouse2.ac</path>
        <path>Models/Agriculture/farmhouse3.ac</path>
        <coverage-m2>750000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <!-- Disabled to avoid a tremendous osg performance penalty when
       deleting scenery tiles, caused by tens of thousands of shared
       horse/cow objects. Need a better implementation!
  <object-group>
   <range-m>1000</range-m>
   <object>
    <path>Models/Fauna/cow.ac</path>
    <coverage-m2>100000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
   <object>
    <path>Models/Fauna/horse.ac</path>
    <coverage-m2>300000</coverage-m2>
    <heading-type>random</heading-type>
   </object>
  </object-group> -->
    <wood-coverage>150000.0</wood-coverage>
    <wood-size>10000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>NaturalCrop</name>
    <texture>Terrain.winter/naturalcrop1.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.6</bumpiness>
    <load-resistance>1e30</load-resistance>
    <light-coverage>2000000.0</light-coverage>
    <wood-coverage>150000.0</wood-coverage>
    <wood-size>10000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>CropGrassCover</name>
    <name>CropGrass</name>
    <name>Grassland</name>
    <texture>Terrain.winter/cropgrass1.png</texture>
    <texture>Terrain.winter/cropgrass2.png</texture>
    <texture>Terrain.winter/cropgrass3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
    <load-resistance>1e30</load-resistance>
    <wood-coverage>150000.0</wood-coverage>
    <wood-size>10000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>GolfCourse</name>
    <texture>Terrain.winter/golfcourse.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <light-coverage>2000000.0</light-coverage>
    <diffuse>
      <r>0.93</r>
      <g>0.95</g>
      <b>0.93</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.1</r>
      <g>0.12</g>
      <b>0.1</b>
      <a>1.0</a>
    </specular>
    <shininess>1.2</shininess>
    <solid>1</solid>
    <friction-factor>0.7</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
    <load-resistance>1e30</load-resistance>
    <wood-coverage>150000.0</wood-coverage>
    <wood-size>10000.0</wood-size>
    <tree-density>5000.0</tree-density>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>winter</value>
      </equals>
    </condition>
    <name>CropWoodCover</name>
    <name>AgroForest</name>
    <texture>Terrain.winter/cropwood.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>2000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.4</friction-factor>
    <rolling-friction>0.6</rolling-friction>
    <bumpiness>0.7</bumpiness>
    <load-resistance>10</load-resistance>
    <wood-coverage>4000.0</wood-coverage>
    <tree-texture>Textures.high/Trees/mixed-winter.png</tree-texture>
    <tree-varieties>8</tree-varieties>
    <tree-range-m alias="/params/forest/tree-range-m"/>
    <tree-height-m>20.0</tree-height-m>
    <tree-width-m>12.0</tree-width-m>
  </material>

  <material>
    <condition>
      <equals>
        <property>sim/startup/season</property>
        <value>summer</value>
      </equals>
    </condition>
    <name>Littoral</name>
    <texture>Terrain/sand1.dds</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <light-coverage>10000000.0</light-coverage>
    <shininess>2.5</shininess>
    <rolling-friction>0.1</rolling-friction>
    <friction-factor>0.7</friction-factor>
    <bumpiness>0.1</bumpiness>
  </material>

  <!-- end winter-->



  <material>
    <name>Unknown</name>
    <texture>Terrain/unknown.png</texture>
    <xsize>1000</xsize>
    <ysize>1000</ysize>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <name>PackIce</name>
    <texture>Terrain/packice1.png</texture>
    <texture>Terrain/packice2.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <shininess>1.5</shininess>
    <rolling-friction>0.005</rolling-friction>
    <friction-factor>0.2</friction-factor>
    <bumpiness>0.3</bumpiness>
  </material>

  <material>
    <name>Glacier</name>
    <name>PolarIce</name>
    <effect>Effects/glacier</effect>
    <texture>Terrain/glacier1.png</texture>
    <texture>Terrain/glacier2.png</texture>
    <texture>Terrain/glacier3.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <shininess>1.5</shininess>
    <rolling-friction>0.1</rolling-friction>
    <friction-factor>0.2</friction-factor>
    <bumpiness>0.5</bumpiness>
  </material>

  <material>
    <name>SnowCover</name>
    <texture>Terrain/snow1.png</texture>
    <texture>Terrain/snow2.png</texture>
    <texture>Terrain/snow3.png</texture>
    <texture>Terrain/snow4.png</texture>
    <xsize>2000</xsize>
    <ysize>2000</ysize>
    <shininess>1.2</shininess>
    <rolling-friction>0.15</rolling-friction>
    <friction-factor>0.3</friction-factor>
    <bumpiness>0.1</bumpiness>
  </material>

  <material>
    <name>Ocean</name>
    <effect>Effects/water</effect>
    <texture>Terrain/water.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Geometry/container_carrier.ac</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/ContainerShip.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/Trawler.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Maritime/Civilian/Trawler.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
      <object>
        <path>Models/Maritime/Civilian/Trawler.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/Freighter.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/LargeTrawler.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/SailBoatUnderSail.xml</path>
        <coverage-m2>500000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/CruiseShip.xml</path>
        <coverage-m2>5000000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <object-group>
      <range-m>40000</range-m>
      <object>
        <path>Models/Maritime/Civilian/MPPShip.xml</path>
        <coverage-m2>5000000000</coverage-m2>
        <heading-type>random</heading-type>
      </object>
    </object-group>
    <ambient>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.0</b>
      <a>1.0</a>
    </ambient>
    <diffuse>
      <r>0.4</r>
      <g>0.4</g>
      <b>0.4</b>
      <a>1.0</a>
    </diffuse>
    <specular>
      <r>0.0</r>
      <g>0.0</g>
      <b>0.2</b>
      <a>1.0</a>
    </specular>
    <shininess>0</shininess>
    <solid>0</solid>
    <rolling-friction>2</rolling-friction>
    <bumpiness>0.8</bumpiness>
  </material>


  <material>
    <name>BarrenCover</name>
    <name>Dirt</name>
    <name>OpenMining</name>
    <name>Rock</name>
    <name>Dump</name>
    <effect>Effects/transition-base-grass-inverse</effect>
    <texture>Terrain/rock.png</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
  </material>

  <material>
    <name>Lava</name>
    <name>Burnt</name>
    <texture>Terrain/lava.png</texture>
    <xsize>500</xsize>
    <ysize>500</ysize>
    <solid>1</solid>
    <friction-factor>0.9</friction-factor>
    <rolling-friction>0.1</rolling-friction>
    <bumpiness>0.3</bumpiness>
  </material>

  <material>
    <name>Asphalt</name>
    <texture>Terrain/asphalt.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <solid>1</solid>
    <friction-factor>1.0</friction-factor>
    <rolling-friction>0.02</rolling-friction>
    <bumpiness>0.01</bumpiness>
    <load-resistance>1e10</load-resistance>
  </material>

  <material>
    <name>Freeway</name>
    <name>Road</name>
    <texture>Terrain/asphalt.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <light-coverage>10000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>1.0</friction-factor>
    <rolling-friction>0.02</rolling-friction>
    <bumpiness>0.01</bumpiness>
    <load-resistance>1e10</load-resistance>
  </material>

  <material>
    <name>Railroad</name>
    <!--<name>Transport</name>-->
    <texture>Terrain/gravel.png</texture>
    <xsize>400</xsize>
    <ysize>400</ysize>
    <light-coverage>1000000.0</light-coverage>
    <solid>1</solid>
    <friction-factor>0.5</friction-factor>
    <rolling-friction>0.04</rolling-friction>
    <bumpiness>0.5</bumpiness>
    <load-resistance>1e10</load-resistance>
  </material>



  <!-- runway and taxiway signs -->


  <material>
    <name>YellowSign.unlighted</name>
    <texture>Signs/yellow.dds</texture>
    <emissive>
      <r>0.4</r>
      <g>0.4</g>
      <b>0.4</b>
    </emissive>
  </material>

  <material>
    <name>YellowSign</name>
    <name>YellowSign.lighted</name>
    <texture>Signs/yellow.dds</texture>
    <emissive>
      <r>0.9</r>
      <g>0.9</g>
      <b>0.9</b>
    </emissive>
    <xsize>4096</xsize>
    <ysize>128</ysize>
    <glyph>
      <name>*</name>
      <left>0.00439</left>
      <right>0.01758</right>
    </glyph>
    <glyph>
      <name>_</name>
      <left>0.01392</left>
      <right>0.02148</right>
    </glyph>
    <glyph>
      <name>-</name>
      <left>0.01758</left>
      <right>0.03418</right>
    </glyph>
    <glyph>
      <name>A</name>
      <left>0.03418</left>
      <right>0.05469</right>
    </glyph>
    <glyph>
      <name>B</name>
      <left>0.05469</left>
      <right>0.07178</right>
    </glyph>
    <glyph>
      <name>C</name>
      <left>0.07178</left>
      <right>0.08789</right>
    </glyph>
    <glyph>
      <name>D</name>
      <left>0.08789</left>
      <right>0.10474</right>
    </glyph>
    <glyph>
      <name>E</name>
      <left>0.10474</left>
      <right>0.12085</right>
    </glyph>
    <glyph>
      <name>F</name>
      <left>0.12085</left>
      <right>0.13721</right>
    </glyph>
    <glyph>
      <name>G</name>
      <left>0.13721</left>
      <right>0.15308</right>
    </glyph>
    <glyph>
      <name>H</name>
      <left>0.15308</left>
      <right>0.17017</right>
    </glyph>
    <glyph>
      <name>I</name>
      <left>0.17017</left>
      <right>0.17700</right>
    </glyph>
    <glyph>
      <name>J</name>
      <left>0.17700</left>
      <right>0.19263</right>
    </glyph>
    <glyph>
      <name>K</name>
      <left>0.19263</left>
      <right>0.20997</right>
    </glyph>
    <glyph>
      <name>L</name>
      <left>0.20997</left>
      <right>0.22559</right>
    </glyph>
    <glyph>
      <name>M</name>
      <left>0.22559</left>
      <right>0.24488</right>
    </glyph>
    <glyph>
      <name>N</name>
      <left>0.24488</left>
      <right>0.26221</right>
    </glyph>
    <glyph>
      <name>O</name>
      <left>0.26221</left>
      <right>0.27930</right>
    </glyph>
    <glyph>
      <name>P</name>
      <left>0.27930</left>
      <right>0.29663</right>
    </glyph>
    <glyph>
      <name>Q</name>
      <left>0.29663</left>
      <right>0.31421</right>
    </glyph>
    <glyph>
      <name>R</name>
      <left>0.31421</left>
      <right>0.33130</right>
    </glyph>
    <glyph>
      <name>S</name>
      <left>0.33130</left>
      <right>0.34741</right>
    </glyph>
    <glyph>
      <name>T</name>
      <left>0.34741</left>
      <right>0.36304</right>
    </glyph>
    <glyph>
      <name>U</name>
      <left>0.36304</left>
      <right>0.38013</right>
    </glyph>
    <glyph>
      <name>V</name>
      <left>0.38013</left>
      <right>0.39893</right>
    </glyph>
    <glyph>
      <name>W</name>
      <left>0.39893</left>
      <right>0.41968</right>
    </glyph>
    <glyph>
      <name>X</name>
      <left>0.41968</left>
      <right>0.43628</right>
    </glyph>
    <glyph>
      <name>Y</name>
      <left>0.43628</left>
      <right>0.45752</right>
    </glyph>
    <glyph>
      <name>Z</name>
      <left>0.45752</left>
      <right>0.47412</right>
    </glyph>
    <glyph>
      <name>0</name>
      <left>0.47412</left>
      <right>0.49097</right>
    </glyph>
    <glyph>
      <name>1</name>
      <left>0.49097</left>
      <right>0.50024</right>
    </glyph>
    <glyph>
      <name>2</name>
      <left>0.50024</left>
      <right>0.51709</right>
    </glyph>
    <glyph>
      <name>3</name>
      <left>0.51709</left>
      <right>0.53370</right>
    </glyph>
    <glyph>
      <name>4</name>
      <left>0.53370</left>
      <right>0.55176</right>
    </glyph>
    <glyph>
      <name>5</name>
      <left>0.55176</left>
      <right>0.56860</right>
    </glyph>
    <glyph>
      <name>6</name>
      <left>0.56860</left>
      <right>0.58570</right>
    </glyph>
    <glyph>
      <name>7</name>
      <left>0.58570</left>
      <right>0.60254</right>
    </glyph>
    <glyph>
      <name>8</name>
      <left>0.60254</left>
      <right>0.61914</right>
    </glyph>
    <glyph>
      <name>9</name>
      <left>0.61914</left>
      <right>0.63672</right>
    </glyph>
    <glyph>
      <name>t0</name>
      <left>0.63672</left>
      <right>0.65137</right>
    </glyph>
    <glyph>
      <name>t1</name>
      <left>0.65137</left>
      <right>0.65918</right>
    </glyph>
    <glyph>
      <name>t2</name>
      <left>0.65918</left>
      <right>0.67334</right>
    </glyph>
    <glyph>
      <name>t3</name>
      <left>0.67334</left>
      <right>0.68726</right>
    </glyph>
    <glyph>
      <name>t4</name>
      <left>0.68726</left>
      <right>0.70288</right>
    </glyph>
    <glyph>
      <name>t5</name>
      <left>0.70288</left>
      <right>0.71680</right>
    </glyph>
    <glyph>
      <name>t6</name>
      <left>0.71680</left>
      <right>0.73120</right>
    </glyph>
    <glyph>
      <name>t7</name>
      <left>0.73120</left>
      <right>0.74634</right>
    </glyph>
    <glyph>
      <name>t8</name>
      <left>0.74634</left>
      <right>0.76001</right>
    </glyph>
    <glyph>
      <name>t9</name>
      <left>0.76001</left>
      <right>0.77441</right>
    </glyph>
    <glyph>
      <name>^u</name>
      <left>0.77441</left>
      <right>0.79200</right>
    </glyph>
    <glyph>
      <name>^d</name>
      <left>0.79200</left>
      <right>0.81006</right>
    </glyph>
    <glyph>
      <name>^l</name>
      <left>0.81006</left>
      <right>0.83276</right>
    </glyph>
    <glyph>
      <name>^r</name>
      <left>0.83276</left>
      <right>0.85571</right>
    </glyph>
    <glyph>
      <name>^lu</name>
      <left>0.85571</left>
      <right>0.87573</right>
    </glyph>
    <glyph>
      <name>^ru</name>
      <left>0.87573</left>
      <right>0.89527</right>
    </glyph>
    <glyph>
      <name>^ld</name>
      <left>0.89527</left>
      <right>0.91529</right>
    </glyph>
    <glyph>
      <name>^rd</name>
      <left>0.91529</left>
      <right>0.93457</right>
    </glyph>
    <glyph>
      <name>|</name>
      <left>0.97974</left>
      <right>0.98926</right>
    </glyph>
    <glyph>
      <name>start-frame</name>
      <left>0.98462</left>
      <right>0.98926</right>
    </glyph>
    <glyph>
      <name>stop-frame</name>
      <left>0.99390</left>
      <right>0.99854</right>
    </glyph>
  </material>

  <material>
    <name>RedSign.unlighted</name>
    <texture>Signs/red.dds</texture>
    <emissive>
      <r>0.4</r>
      <g>0.4</g>
      <b>0.4</b>
    </emissive>
  </material>

  <material>
    <name>RedSign</name>
    <name>RedSign.lighted</name>
    <texture>Signs/red.dds</texture>
    <emissive>
      <r>0.9</r>
      <g>0.9</g>
      <b>0.9</b>
    </emissive>
    <xsize>4096</xsize>
    <ysize>128</ysize>
    <glyph>
      <name>|</name>
      <left>0.00000</left>
      <right>0.00244</right>
    </glyph>
    <glyph>
      <name>*</name>
      <left>0.00439</left>
      <right>0.01758</right>
    </glyph>
    <glyph>
      <name>_</name>
      <left>0.01392</left>
      <right>0.02148</right>
    </glyph>
    <glyph>
      <name>-</name>
      <left>0.01758</left>
      <right>0.03418</right>
    </glyph>
    <glyph>
      <name>A</name>
      <left>0.03418</left>
      <right>0.05469</right>
    </glyph>
    <glyph>
      <name>B</name>
      <left>0.05469</left>
      <right>0.07178</right>
    </glyph>
    <glyph>
      <name>C</name>
      <left>0.07178</left>
      <right>0.08789</right>
    </glyph>
    <glyph>
      <name>D</name>
      <left>0.08789</left>
      <right>0.10474</right>
    </glyph>
    <glyph>
      <name>E</name>
      <left>0.10474</left>
      <right>0.12085</right>
    </glyph>
    <glyph>
      <name>F</name>
      <left>0.12085</left>
      <right>0.13721</right>
    </glyph>
    <glyph>
      <name>G</name>
      <left>0.13721</left>
      <right>0.15308</right>
    </glyph>
    <glyph>
      <name>H</name>
      <left>0.15308</left>
      <right>0.17017</right>
    </glyph>
    <glyph>
      <name>I</name>
      <left>0.17017</left>
      <right>0.17700</right>
    </glyph>
    <glyph>
      <name>J</name>
      <left>0.17700</left>
      <right>0.19263</right>
    </glyph>
    <glyph>
      <name>K</name>
      <left>0.19263</left>
      <right>0.20997</right>
    </glyph>
    <glyph>
      <name>L</name>
      <left>0.20997</left>
      <right>0.22559</right>
    </glyph>
    <glyph>
      <name>M</name>
      <left>0.22559</left>
      <right>0.24488</right>
    </glyph>
    <glyph>
      <name>N</name>
      <left>0.24488</left>
      <right>0.26221</right>
    </glyph>
    <glyph>
      <name>O</name>
      <left>0.26221</left>
      <right>0.27930</right>
    </glyph>
    <glyph>
      <name>P</name>
      <left>0.27930</left>
      <right>0.29663</right>
    </glyph>
    <glyph>
      <name>Q</name>
      <left>0.29663</left>
      <right>0.31421</right>
    </glyph>
    <glyph>
      <name>R</name>
      <left>0.31421</left>
      <right>0.33130</right>
    </glyph>
    <glyph>
      <name>S</name>
      <left>0.33130</left>
      <right>0.34741</right>
    </glyph>
    <glyph>
      <name>T</name>
      <left>0.34741</left>
      <right>0.36304</right>
    </glyph>
    <glyph>
      <name>U</name>
      <left>0.36304</left>
      <right>0.38013</right>
    </glyph>
    <glyph>
      <name>V</name>
      <left>0.38013</left>
      <right>0.39893</right>
    </glyph>
    <glyph>
      <name>W</name>
      <left>0.39893</left>
      <right>0.41968</right>
    </glyph>
    <glyph>
      <name>X</name>
      <left>0.41968</left>
      <right>0.43628</right>
    </glyph>
    <glyph>
      <name>Y</name>
      <left>0.43628</left>
      <right>0.45752</right>
    </glyph>
    <glyph>
      <name>Z</name>
      <left>0.45752</left>
      <right>0.47412</right>
    </glyph>
    <glyph>
      <name>0</name>
      <left>0.47412</left>
      <right>0.49097</right>
    </glyph>
    <glyph>
      <name>1</name>
      <left>0.49097</left>
      <right>0.50024</right>
    </glyph>
    <glyph>
      <name>2</name>
      <left>0.50024</left>
      <right>0.51709</right>
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    <glyph>
      <name>3</name>
      <left>0.51709</left>
      <right>0.53370</right>
    </glyph>
    <glyph>
      <name>4</name>
      <left>0.53370</left>
      <right>0.55176</right>
    </glyph>
    <glyph>
      <name>5</name>
      <left>0.55176</left>
      <right>0.56860</right>
    </glyph>
    <glyph>
      <name>6</name>
      <left>0.56860</left>
      <right>0.58570</right>
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    <glyph>
      <name>7</name>
      <left>0.58570</left>
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    <glyph>
      <name>8</name>
      <left>0.60254</left>
      <right>0.61914</right>
    </glyph>
    <glyph>
      <name>9</name>
      <left>0.61914</left>
      <right>0.63672</right>
    </glyph>
    <glyph>
      <name>t0</name>
      <left>0.63672</left>
      <right>0.65137</right>
    </glyph>
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