# This is the material property library file # Terrain textures grass_rwy { texture = Runway/grass_rwy.rgb xsize = 0 ysize = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } dirt_rwy { texture = Runway/dirt_rwy.rgb xsize = 0 ysize = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_threshold { texture = Runway/pa_threshold.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_L { texture = Runway/pa_L.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_R { texture = Runway/pa_R.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_C { texture = Runway/pa_C.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_0r { texture = Runway/pa_0r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_1c { texture = Runway/pa_1c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_1l { texture = Runway/pa_1l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_1r { texture = Runway/pa_1r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_11 { texture = Runway/pa_11.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_2c { texture = Runway/pa_2c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_2l { texture = Runway/pa_2l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_2r { texture = Runway/pa_2r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_3c { texture = Runway/pa_3c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_3l { texture = Runway/pa_3l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_3r { texture = Runway/pa_3r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_4c { texture = Runway/pa_4c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_4r { texture = Runway/pa_4r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_5c { texture = Runway/pa_5c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_5r { texture = Runway/pa_5r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_6c { texture = Runway/pa_6c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_6r { texture = Runway/pa_6r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_7c { texture = Runway/pa_7c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_7r { texture = Runway/pa_7r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_8c { texture = Runway/pa_8c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_8r { texture = Runway/pa_8r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_9c { texture = Runway/pa_9c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_9r { texture = Runway/pa_9r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_tz_three { texture = Runway/pa_tz_three.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_aim { texture = Runway/pa_aim.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_tz_two_a { texture = Runway/pa_tz_two_a.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_tz_two_b { texture = Runway/pa_tz_two_b.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_tz_one_a { texture = Runway/pa_tz_one_a.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_tz_one_b { texture = Runway/pa_tz_one_b.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pa_rest { texture = Runway/pa_rest.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_threshold { texture = Runway/pc_threshold.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_L { texture = Runway/pc_L.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_R { texture = Runway/pc_R.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_C { texture = Runway/pc_C.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_0r { texture = Runway/pc_0r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_1c { texture = Runway/pc_1c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_1l { texture = Runway/pc_1l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_1r { texture = Runway/pc_1r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_11 { texture = Runway/pc_11.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_2c { texture = Runway/pc_2c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_2l { texture = Runway/pc_2l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_2r { texture = Runway/pc_2r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_3c { texture = Runway/pc_3c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_3l { texture = Runway/pc_3l.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_3r { texture = Runway/pc_3r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_4c { texture = Runway/pc_4c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_4r { texture = Runway/pc_4r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_5c { texture = Runway/pc_5c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_5r { texture = Runway/pc_5r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_6c { texture = Runway/pc_6c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_6r { texture = Runway/pc_6r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_7c { texture = Runway/pc_7c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_7r { texture = Runway/pc_7r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_8c { texture = Runway/pc_8c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_8r { texture = Runway/pc_8r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_9c { texture = Runway/pc_9c.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_9r { texture = Runway/pc_9r.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_tz_three { texture = Runway/pc_tz_three.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_aim { texture = Runway/pc_aim.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_tz_two_a { texture = Runway/pc_tz_two_a.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_tz_two_b { texture = Runway/pc_tz_two_b.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_tz_one_a { texture = Runway/pc_tz_one_a.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_tz_one_b { texture = Runway/pc_tz_one_b.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } pc_rest { texture = Runway/pc_rest.rgb wrapu = 0 wrapv = 0 ambient = 0.2 0.2 0.2 1.0 diffuse = 0.2 0.2 0.2 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } EvergreenBroadCover { texture = Terrain/forest1.rgb xsize = 1000 ysize = 1000 light-coverage = 10000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias Default EvergreenBroadCover alias Island EvergreenBroadCover alias SomeSort EvergreenBroadCover DeciduousBroadCover { texture = Terrain/deciduous.rgb xsize = 500 ysize = 500 light-coverage = 10000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } MixedForestCover { texture = Terrain/mixedforest.rgb xsize = 1000 ysize = 1000 light-coverage = 5000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } EvergreenNeedleCover { texture = Terrain/evergreen.rgb xsize = 1000 ysize = 1000 light-coverage = 10000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias WoodedTundraCover EvergreenNeedleCover DeciduousNeedleCover { texture = Terrain/dec_evergreen.rgb xsize = 1000 ysize = 1000 light-coverage = 10000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } ShrubCover { texture = Terrain/desert1.rgb xsize = 500 ysize = 500 light-coverage = 20000000.0 ambient = 0.60 0.54 0.60 1.0 diffuse = 0.60 0.54 0.60 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias BareTundraCover ShrubCover Urban { texture = Terrain/resgrid.rgb xsize = 1024 ysize = 1024 light-coverage = 100000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias BuiltUpCover Urban Unknown { texture = Terrain/unknown.rgb xsize = 1000 ysize = 1000 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } Glacier { texture = Terrain/glacier.rgb xsize = 800 ysize = 800 ambient = 0.70 0.75 0.83 1.0 diffuse = 0.70 0.75 0.83 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias SnowCover Glacier Ocean { texture = Terrain/water.rgb xsize = 500 ysize = 500 ambient = 0.17 0.31 0.49 1.0 diffuse = 0.17 0.31 0.49 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } Lake { texture = Terrain/water-lake.rgb xsize = 500 ysize = 500 ambient = 0.17 0.31 0.49 1.0 diffuse = 0.17 0.31 0.49 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias Pond Lake alias IntermittentLake Lake alias Reservoir Lake alias IntermittentReservoir Lake alias Stream Lake DryLake { texture = Terrain/desert.rgb xsize = 500 ysize = 500 ambient = 0.60 0.54 0.40 1.0 diffuse = 0.60 0.54 0.40 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } BarrenCover { texture = Terrain/rocks-desert.rgb xsize = 500 ysize = 500 ambient = 0.60 0.54 0.40 1.0 diffuse = 0.60 0.54 0.40 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } Marsh { texture = Terrain/marsh1.rgb xsize = 1000 ysize = 1000 light-coverage = 40000000.0 ambient = 0.23 0.35 0.12 1.0 diffuse = 0.23 0.35 0.12 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias ShrubGrassCover Marsh alias HerbWetlandCover Marsh alias WoodedWetlandCover Marsh Grass { texture = Terrain/grass.rgb xsize = 200 ysize = 200 light-coverage = 4000000.0 ambient = 0.45 0.46 0.31 1.0 diffuse = 0.45 0.46 0.31 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } alias AirportKeep Grass alias GrassCover Grass alias HerbTundraCover Grass alias MixedTundraCover Grass alias SavannaCover Grass MixedCropPastureCover { texture = Terrain/mixedcrop.rgb xsize = 2000 ysize = 2000 light-coverage = 2000000.0 ambient = 0.45 0.46 0.31 1.0 diffuse = 0.45 0.46 0.31 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } IrrCropPastureCover { texture = Terrain/irrcrop.rgb xsize = 2000 ysize = 2000 light-coverage = 2000000.0 ambient = 0.45 0.46 0.31 1.0 diffuse = 0.45 0.46 0.31 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } DryCropPastureCover { texture = Terrain/drycrop.rgb xsize = 2000 ysize = 2000 light-coverage = 2000000.0 ambient = 0.45 0.46 0.31 1.0 diffuse = 0.45 0.46 0.31 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } CropGrassCover { texture = Terrain/cropgrass.rgb xsize = 2000 ysize = 2000 light-coverage = 2000000.0 ambient = 0.45 0.46 0.31 1.0 diffuse = 0.45 0.46 0.31 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 } CropWoodCover { texture = Terrain/cropwood.rgb xsize = 2000 ysize = 2000 light-coverage = 2000000.0 ambient = 0.14 0.28 0.13 1.0 diffuse = 0.14 0.28 0.13 1.0 specular = 0.0 0.0 0.0 1.0 emissive = 0.0 0.0 0.0 1.0 }