<?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.png</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.png</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.png</texture> <rolling-friction>0.04</rolling-friction> <bumpiness>0.05</bumpiness> </material> <material> <name>pa_taxiway</name> <texture>Runway/pa_taxiway.png</texture> </material> <material> <name>pa_tiedown</name> <texture>Runway/pa_tiedown.png</texture> </material> <material> <name>pa_dspl_thresh</name> <texture>Runway/pa_dspl_thresh.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_dspl_arrows</name> <texture>Runway/pa_dspl_arrows.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_threshold</name> <texture>Runway/pa_threshold.png</texture> <wrapu>false</wrapu> <wrapv>false</wrapv> </material> <material> <name>pa_L</name> <texture>Runway/pa_L.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_R</name> <texture>Runway/pa_R.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_C</name> <texture>Runway/pa_C.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_0l</name> <texture>Runway/pa_0l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_0r</name> <texture>Runway/pa_0r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_1c</name> <texture>Runway/pa_1c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_1l</name> <texture>Runway/pa_1l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_1r</name> <texture>Runway/pa_1r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_11</name> <texture>Runway/pa_11.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_2c</name> <texture>Runway/pa_2c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_2l</name> <texture>Runway/pa_2l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_2r</name> <texture>Runway/pa_2r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_3c</name> <texture>Runway/pa_3c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_3l</name> <texture>Runway/pa_3l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_3r</name> <texture>Runway/pa_3r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_4c</name> <texture>Runway/pa_4c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_4r</name> <texture>Runway/pa_4r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_5c</name> <texture>Runway/pa_5c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_5r</name> <texture>Runway/pa_5r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_6c</name> <texture>Runway/pa_6c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_6r</name> <texture>Runway/pa_6r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_7c</name> <texture>Runway/pa_7c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_7r</name> <texture>Runway/pa_7r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_8c</name> <texture>Runway/pa_8c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_8r</name> <texture>Runway/pa_8r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_9c</name> <texture>Runway/pa_9c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_9r</name> <texture>Runway/pa_9r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_tz_three</name> <texture>Runway/pa_tz_three.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_aim</name> <texture>Runway/pa_aim.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_tz_two_a</name> <texture>Runway/pa_tz_two_a.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_tz_two_b</name> <texture>Runway/pa_tz_two_b.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_tz_one_a</name> <texture>Runway/pa_tz_one_a.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_tz_one_b</name> <texture>Runway/pa_tz_one_b.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_centerline</name> <texture>Runway/pa_centerline.png</texture> <wrapu>false</wrapu> </material> <material> <name>pa_rest</name> <texture>Runway/pa_rest.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_taxiway</name> <name>dirt_rwytaxiway</name> <texture>Runway/pc_taxiway.png</texture> </material> <material> <name>pc_tiedown</name> <name>dirt_rwytiedown</name> <texture>Runway/pc_tiedown.png</texture> </material> <material> <name>pc_dspl_thresh</name> <texture>Runway/pc_dspl_thresh.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_dspl_arrows</name> <texture>Runway/pc_dspl_arrows.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_threshold</name> <name>dirt_rwythreshold</name> <texture>Runway/pc_threshold.png</texture> <wrapu>false</wrapu> <wrapv>false</wrapv> </material> <material> <name>pc_L</name> <name>dirt_rwyL</name> <texture>Runway/pc_L.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_R</name> <name>dirt_rwyR</name> <texture>Runway/pc_R.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_C</name> <name>dirt_rwyC</name> <texture>Runway/pc_C.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_0l</name> <name>dirt_rwy0l</name> <texture>Runway/pc_0l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_0r</name> <name>dirt_rwy0r</name> <texture>Runway/pc_0r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_1c</name> <name>dirt_rwy1c</name> <texture>Runway/pc_1c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_1l</name> <name>dirt_rwy1l</name> <texture>Runway/pc_1l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_1r</name> <name>dirt_rwy1r</name> <texture>Runway/pc_1r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_11</name> <name>dirt_rwy11</name> <texture>Runway/pc_11.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_2c</name> <name>dirt_rwy2c</name> <texture>Runway/pc_2c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_2l</name> <name>dirt_rwy2l</name> <texture>Runway/pc_2l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_2r</name> <name>dirt_rwy2r</name> <texture>Runway/pc_2r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_3c</name> <name>dirt_rwy3c</name> <texture>Runway/pc_3c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_3l</name> <name>dirt_rwy3l</name> <texture>Runway/pc_3l.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_3r</name> <name>dirt_rwy3r</name> <texture>Runway/pc_3r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_4c</name> <name>dirt_rwy4c</name> <texture>Runway/pc_4c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_4r</name> <name>dirt_rwy4r</name> <texture>Runway/pc_4r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_5c</name> <name>dirt_rwy5c</name> <texture>Runway/pc_5c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_5r</name> <name>dirt_rwy5r</name> <texture>Runway/pc_5r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_6c</name> <name>dirt_rwy6c</name> <texture>Runway/pc_6c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_6r</name> <name>dirt_rwy6r</name> <texture>Runway/pc_6r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_7c</name> <name>dirt_rwy7c</name> <texture>Runway/pc_7c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_7r</name> <name>dirt_rwy7r</name> <texture>Runway/pc_7r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_8c</name> <name>dirt_rwy8c</name> <texture>Runway/pc_8c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_8r</name> <name>dirt_rwy8r</name> <texture>Runway/pc_8r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_9c</name> <name>dirt_rwy9c</name> <texture>Runway/pc_9c.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_9r</name> <name>dirt_rwy9r</name> <texture>Runway/pc_9r.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_tz_three</name> <name>dirt_rwytz_three</name> <texture>Runway/pc_tz_three.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_aim</name> <name>dirt_rwyaim</name> <texture>Runway/pc_aim.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_tz_two_a</name> <name>dirt_rwytz_two_a</name> <texture>Runway/pc_tz_two_a.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_tz_two_b</name> <name>dirt_rwytz_two_b</name> <texture>Runway/pc_tz_two_b.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_tz_one_a</name> <name>dirt_rwytz_one_a</name> <texture>Runway/pc_tz_one_a.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_tz_one_b</name> <name>dirt_rwytz_one_b</name> <texture>Runway/pc_tz_one_b.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_centerline</name> <name>dirt_rwycenterline</name> <texture>Runway/pc_centerline.png</texture> <wrapu>false</wrapu> </material> <material> <name>pc_rest</name> <name>dirt_rwyrest</name> <texture>Runway/pc_rest.png</texture> <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/landmass-nowood</effect> <texture>Terrain/forest1a.png</texture> <texture>Terrain/forest1b.png</texture> <texture>Terrain/forest1c.png</texture> <xsize>2000</xsize> <ysize>2000</ysize> <light-coverage>10000000.0</light-coverage> <wood-coverage>4000.0</wood-coverage> <tree-texture>Textures/Trees/coniferous-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> <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/forest</effect> <texture>Terrain/forest1a.png</texture> <texture>Terrain/forest1b.png</texture> <texture>Terrain/forest1c.png</texture> <xsize>2000</xsize> <ysize>2000</ysize> <light-coverage>10000000.0</light-coverage> <wood-coverage>4000.0</wood-coverage> <tree-texture>Textures/Trees/coniferous-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>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/forest</effect> <name>DeciduousBroadCover</name> <name>DeciduousForest</name> <name>Bog</name> <texture>Terrain/deciduous1.png</texture> <texture>Terrain/deciduous2.png</texture> <texture>Terrain/deciduous4.png</texture> <xsize>2000</xsize> <ysize>2000</ysize> <light-coverage>10000000.0</light-coverage> <wood-coverage>4000.0</wood-coverage> <tree-texture>Textures/Trees/deciduous-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> <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/forest</effect> <name>MixedForestCover</name> <name>MixedForest</name> <name>RainForest</name> <texture>Terrain/mixedforest.png</texture> <texture>Terrain/mixedforest2.png</texture> <texture>Terrain/mixedforest3.png</texture> <xsize>2000</xsize> <ysize>2000</ysize> <light-coverage>5000000.0</light-coverage> <wood-coverage>4000.0</wood-coverage> <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> <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/forest</effect> <name>EvergreenNeedleCover</name> <name>WoodedTundraCover</name> <texture>Terrain/evergreen.png</texture> <xsize>1000</xsize> <ysize>1000</ysize> <light-coverage>10000000.0</light-coverage> <wood-coverage>4000.0</wood-coverage> <tree-texture>Textures/Trees/coniferous-summer.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>summer</value> </equals> </condition> <effect>Effects/forest</effect> <name>DeciduousNeedleCover</name> <texture>Terrain/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/Trees/coniferous-summer.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>summer</value> </equals> </condition> <name>Sand</name> <texture>Terrain/sand4.png</texture> <texture>Terrain/sand5.png</texture> <texture>Terrain/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>summer</value> </equals> </condition> <effect>Effects/landmass-scrub</effect> <name>ShrubCover</name> <name>ShrubGrassCover</name> <name>ScrubCover</name> <texture>Terrain/shrub1.png</texture> <!-- <texture>Terrain/shrub.png</texture> <texture>Terrain/shrub2.png</texture> <texture>Terrain/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>12000.0</wood-coverage> <tree-texture>Textures/Trees/mixed-shrub.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>summer</value> </equals> </condition> <name>BuiltUpCover</name> <name>Urban</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/Buildings/cube-apartment.ac</path> <path>Models/Buildings/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/Buildings/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> <equals> <property>sim/startup/season</property> <value>summer</value> </equals> </condition> <name>Town</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/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> <equals> <property>sim/startup/season</property> <value>summer</value> </equals> </condition> <effect>Effects/water</effect> <name>Lake</name> <name>Pond</name> <name>Reservoir</name> <name>Stream</name> <name>Canal</name> <name>Lagoon</name> <name>Saline</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> <name>DryLake</name> <name>IntermittentReservoir</name> <name>IntermittentLake</name> <texture>Terrain/sand1.png</texture> <texture>Terrain/sand2.png</texture> <texture>Terrain/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>summer</value> </equals> </condition> <name>IntermittentStream</name> <texture>Terrain/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>summer</value> </equals> </condition> <name>Marsh</name> <name>Littoral</name> <name>FloodLand</name> <name>HerbWetlandCover</name> <name>WoodedWetlandCover</name> <texture>Terrain/marsh2.png</texture> <texture>Terrain/marsh3.png</texture> <texture>Terrain/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>summer</value> </equals> </condition> <name>GrassCover</name> <name>BareTundraCover</name> <name>MixedTundraCover</name> <name>GolfCourse</name> <name>Cemetery</name> <effect>Effects/landmass</effect> <texture>Terrain/tundra.png</texture> <texture>Terrain/tundra2.png</texture> <texture>Terrain/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>summer</value> </equals> </condition> <name>HerbTundraCover</name> <effect>Effects/herbtundra</effect> <texture>Terrain/herbtundra.png</texture> <texture>Terrain/herbtundra2.png</texture> <texture>Terrain/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>summer</value> </equals> </condition> <name>SavannaCover</name> <texture>Terrain/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>summer</value> </equals> </condition> <name>Grass</name> <name>Airport</name> <name>AirportKeep</name> <texture>Terrain/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>summer</value> </equals> </condition> <effect>Effects/crop</effect> <name>MixedCropPastureCover</name> <name>MixedCrop</name> <name>ComplexCrop</name> <texture>Terrain/mixedcrop1.png</texture> <texture>Terrain/mixedcrop4.png</texture> <texture>Terrain/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/Trees/mixed-summer.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> <effect>Effects/crop</effect> <name>IrrCropPastureCover</name> <name>IrrCrop</name> <name>Orchard</name> <texture>Terrain/irrcrop1.png</texture> <texture>Terrain/irrcrop2.png</texture> <texture>Terrain/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>500000.0</wood-coverage> <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>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/crop</effect> <name>DryCropPastureCover</name> <name>DryCrop</name> <texture>Terrain/drycrop1.png</texture> <texture>Terrain/drycrop2.png</texture> <texture>Terrain/drycrop3.png</texture> <texture>Terrain/drycrop4.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> <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/Trees/mixed-summer.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> <effect>Effects/cropgrass</effect> <name>CropGrassCover</name> <name>CropGrass</name> <texture>Terrain/cropgrass1.png</texture> <texture>Terrain/cropgrass2.png</texture> <texture>Terrain/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>500000.0</wood-coverage> <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>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> <effect>Effects/landmass</effect> <texture>Terrain/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/Trees/mixed-summer.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> <!-- 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/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> <name>Bog</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/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/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/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/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> <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/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> <texture>Terrain/city1.png</texture> <texture>Terrain/city2.png</texture> <texture>Terrain/city3.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>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/Buildings/cube-apartment.ac</path> <path>Models/Buildings/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/Buildings/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>5000.0</tree-density> <tree-texture>Textures/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> <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/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>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>Littoral</name> <name>FloodLand</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>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> <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> <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/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> <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/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> <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>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> <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/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> <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/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> <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/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> <!-- 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> 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