1
0
Fork 0
fgdata/Materials/regions/florida.xml
Stuart Buchanan 97d54bf17f Make LOD for trees/buildings/objects/STG configurable.
Now based on /sim/rendering/static-lod/rough.

This commit removes a large number of range
settings that should in general be set by the user.
2016-04-08 22:39:29 +01:00

126 lines
3.8 KiB
XML

<?xml version="1.0"?>
<!-- REGIONAL DEFINITION FLORIDA-->
<PropertyList>
<name>Florida</name>
<area>
<lon1>-85.0</lon1>
<lon2>-75.0</lon2>
<lat1>24.0</lat1>
<lat2>30.0</lat2>
</area>
<material>
<name>Grassland</name>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/grass_marsh_hires.png</texture>
<texture n="12">Terrain/shrub-hawaii.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>-0.1</hires_overlay_bias>
</parameters>
<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>
<tree-texture>Trees/tropical.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<name>MixedCropPastureCover</name>
<name>MixedCrop</name>
<name>ComplexCrop</name>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/grass_marsh_hires.png</texture>
<texture n="12">Terrain/grass-caribbean.png</texture>
</texture-set>
<parameters>
<hires_overlay_bias>-0.1</hires_overlay_bias>
</parameters>
<object-mask>Terrain/mixedcrop1.mask.png</object-mask>
<object-mask>Terrain/mixedcrop4.mask.png</object-mask>
<object-mask>Terrain/mixedcrop3.mask.png</object-mask>
<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 include="Materials/base/farm-buildings.xml"/>
<wood-coverage>10000.0</wood-coverage>
<tree-texture>Trees/tropical.png</tree-texture>
<tree-varieties>8</tree-varieties>
<tree-height-m>20.0</tree-height-m>
<tree-width-m>12.0</tree-width-m>
</material>
<material>
<name>EvergreenBroadCover</name>
<name>EvergreenForest</name>
<effect>Effects/forest</effect>
<texture-set>
<texture>Terrain/rainforest-hawaii.png</texture>
<texture n="11">Terrain/grass_marsh_hires.png</texture>
<texture n="12">Terrain/marsh4a.png</texture>
</texture-set>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
<wood-coverage>4000.0</wood-coverage>
<tree-texture>Trees/tropical.png</tree-texture>
<tree-varieties>8</tree-varieties>
<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>
<name>DryLake</name>
<name>IntermittentReservoir</name>
<name>IntermittentLake</name>
<texture-set>
<texture>Terrain/marsh2a.png</texture>
<texture n="11">Terrain/grass_marsh_hires.png</texture>
<texture n="12">Terrain/marsh4a.png</texture>
</texture-set>
<parameters>
<intrinsic_wetness>0.4</intrinsic_wetness>
<hires_overlay_bias>0.2</hires_overlay_bias>
</parameters>
<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>
</PropertyList>