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fgdata/materials
2000-11-03 21:18:29 +00:00

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# 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
}
Forest {
texture = Terrain/forest1.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
}
alias Default Forest
alias Island Forest
alias SomeSort Forest
alias CropWoodCover Forest
alias DeciduousBroadCover Forest
alias EvergreenBroadCover Forest
alias MixedForestCover Forest
alias WoodedTundraCover Forest
Evergreen {
texture = Terrain/forest2.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
}
alias DeciduousNeedleCover Evergreen
alias EvergreenNeedleCover Evergreen
Urban {
texture = Terrain/resgrid.rgb
xsize = 1024
ysize = 1024
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.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
}
Pond {
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
}
IntermittentLake {
texture = Terrain/desert1.rgb
xsize = 500
ysize = 500
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 ShrubCover IntermittentLake
alias BareTundraCover IntermittentLake
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
}
alias BarrenCover DryLake
Reservoir {
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
}
IntermittentReservoir {
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
}
Stream {
texture = Terrain/water.rgb
xsize = 500
ysize = 500
ambient = 0.18 0.31 0.40 1.0
diffuse = 0.18 0.31 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
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 IrrCropPastureCover Marsh
alias ShrubGrassCover Marsh
alias HerbWetlandCover Marsh
alias WoodedWetlandCover Marsh
Grass {
texture = Terrain/grass.rgb
xsize = 200
ysize = 200
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 DryCropPastureCover Grass
alias MixedCropPastureCover Grass
alias CropGrassCover Grass
alias GrassCover Grass
alias HerbTundraCover Grass
alias MixedTundraCover Grass
alias SavannaCover Grass