[General] // The Number of types of foliage in the file NumTypes=2 [FoliageType01] // The Name of the FoliageMap entry that appears in the terrain editor. FoliageName=Cedar Trees // The RGB Color in the FoliageMap targa. RGB=0,0,0 // How many different plants/meshes are in this region. NumPlants=2 //////////////////////////////////////////////////////////////////////////////////// // If you want a default value to spread over all values with this foliage // type just create an entry with Default_variable instead of PlantXX_variable // e.g. Default_CastsShadow=0 will make any entry without the CastsShadow // parameter not cast shadows by default. Default_CastsShadow=1 // Edge Stuff. EdgeSize = 5.0 // The Scaling of the trees near the edges Plant01_edgeScale=0.75 // How dense the plant gets near the edges (0.5 is half the number of trees 2.0 is twice the number of trees) Plant01_edgeDensityFactor=0.5 // Name of an idividual plant mesh Plant01_mesh=Data/Terrain/PatchTest/Foliage/Pine.mesh // The average distance between meshes Plant01_avgDistance = 9.0 // The overall scaling of the plants (if you want all plants to be a base of 2x you would make it 2. Plant01_baseScale=1.5 // PlantXX_scaleRange = %variance in height, %in width, %in depth, // If there are only two parameters the width and depth will scale uniformly // If there is only one parameter, everything will scale uniformly. Plant01_scaleRange=0.35 // Wheter a plant will cast a shadow (1 = will cast a shadow, 0 = will not cast a shadow. Default: 1) Plant01_CastsShadow=1 // These two parameters relate to how they show up in relation to the ground normal. // By default all plants have their normal pointing straight up. // PlantXX_UpIsNormal = If this parameter is on, then the up vector is pointing parallel to the normal, otherwise // the up vector remains pointing up. (1 - on, 0 - off default: off) Plant01_UpIsNormal=0 // PlantXX_SkewTillFlush = Determines if we'll be skewing the tree such that although the normal is still // pointing up, the base is still flush with the ground. (1 - on, 0 - off default: off) // This parameter does nothing when the PlantXX_UpIsNormal parameter is on. Plant01_SkewTillFlush=1 // PlantXX_PlacementCollision = The minimum distance any other plant can be to this (asside from plants with // radius 0). Plant01_PlacementCollision=0.52 // PlantXX_WalkCollision = The closest a person can walk to the center of the plant. Plant01_WalkCollision=0.4 Plant02_mesh=Data/Terrain/PatchTest/Foliage/Cedar.mesh Plant02_avgDistance = 9.0 Plant02_scaleRange=0.35 Plant02_edgeScale=0.75 [FoliageType02] RGB=0,255,0 NumPlants=4 Plant01_mesh=Data/Terrain/PatchTest/Foliage/Pine.mesh Plant01_avgDistance = 11.0 Plant01_scaleRange=0.45 Plant01_clumpSideScale = 0.85 Plant01_edgeScale=0.75 Plant02_mesh=Data/Terrain/PatchTest/Foliage/Cedar.mesh Plant02_avgDistance = 11.0 Plant02_scaleRange=0.35 Plant02_edgeScale=0.75 Plant03_mesh=Data/Terrain/PatchTest/Foliage/Pine2.mesh Plant03_avgDistance = 11.0 Plant03_scaleRange=0.45 Plant03_clumpSideScale = 0.85 Plant03_edgeScale=0.75 Plant04_mesh=Data/Terrain/PatchTest/Foliage/Pine3.mesh Plant04_avgDistance = 11.0 Plant04_scaleRange=0.45 Plant04_clumpSideScale = 0.85 Plant04_edgeScale=0.75