TGlobalTerrainData { float heightRange = 6553.5 float heightOffset = 0.0 float clutterFadeStartDist = 15.0 float clutterFadeEndDist = 35.0 float clutterGridSize = 4.0 bool clutterCombine = true float worldSizeX = 8000.0 float worldSizeY = 8000.0 float editRadius = 4.0 float editFalloff = 4.0 TTerrainTextureLayer list layerList = { // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of green grassy generic stuff // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // OPACITY is controlled here int layer = 0 string name = "!CAREFUL!" string soundType = "grass" string alphaShaderFilename = "terrain_grass_rough_alpha_reg.sha" string clutterFilename = "clutter_grasslands_summer.def" float scale = 8.0 int maskNum = 0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Experimental new human area sorta // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // spotty grass/dirt, transitioning from the standard grass (tm) int layer = 1 string name = "spotty grass" string alphaShaderFilename = "terrain_grass_spotty_alpha_reg.sha" string soundType = "grass" int maskOptimize = 64 float scale = 6 int maskNum = 15 bool autoMask = true float fadeInStart = 15.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // dried grass // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// grassland scrub int layer = 2 string name = "dried grass" string soundType = "grass" string alphaShaderFilename = "terrain_unhealthy_grass_ground_flat_alpha.sha" string clutterFilename = "clutter_dryweeds.def" int maskOptimize = 32 float scale = 5 int maskNum = 43 bool belongsToSet = true } { // spotty dried grass int layer = 3 string name = "spotty dried grass" string alphaShaderFilename = "terrain_unhealthy_weed_grass_alpha.sha" string soundType = "grass" string clutterFilename = "clutter_dryweeds.def" int maskOptimize = 32 float scale = 6 int maskNum = 43 bool belongsToSet = true bool autoMask = true float fadeInStart = 15.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // brown dirt, used all over the place and nicely generic int layer = 4 string name = "dirt" string soundType = "dirt" string alphaShaderFilename = "terrain_dirt_reg_alpha_reg.sha" string clutterFilename = "clutter_rocksandpebbles_reg.def" int maskOptimize = 32 float scale = 10 int maskNum = 15 int secondaryMaskNum = 25 // formerly 2 bool belongsToSet = true bool autoMask = true float fadeInStart = 25.0 float fadeInEnd = 35.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // grey rock + mountainside, used for grassy areas and such int layer = 5 string name = " grey mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_macro_alpha_grey.sha" int maskOptimize = 56 float scale = 18 int maskNum = 15 int secondaryMaskNum = 27 bool belongsToSet = true bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // same mountainside int layer = 6 string name = "grey mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_macro_alpha_grey.sha" int maskOptimize = 56 float scale = 18 int maskNum = 15 int secondaryMaskNum = 27 bool belongsToSet = true bool autoMask = true float fadeInStart = 55.0 float fadeInEnd = 65.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 15 int cliffPlane = 1 int cliffAngle = 60 } { // same mountainside int layer = 7 string name = "grey mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_macro_alpha_grey.sha" int maskOptimize = 56 float scale = 18 int maskNum = 15 int secondaryMaskNum = 27 // formerly 3 bool belongsToSet = true bool autoMask = true float fadeInStart = 55.0 float fadeInEnd = 65.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 15 int cliffPlane = 2 int cliffAngle = 60 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// good dragon mountain range, mask 42 is shared by all these int layer = 8 string name = "good dragon dirt" string soundType = "dirt" string alphaShaderFilename = "terrain_dragon_dirt_alpha_brown.sha" int maskOptimize = 24 float scale = 6 int maskNum = 42 bool belongsToSet = true bool autoMask = true float fadeInStart = 15.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// more good dragon mountains, crusted dirt int layer = 9 string name = "good dragon crusty dirt" string soundType = "dirt" string alphaShaderFilename = "terrain_dragon_crustydirt_alpha_brown.sha" int maskOptimize = 48 float scale = 7 int maskNum = 42 int secondaryMaskNum = 9 bool belongsToSet = true bool autoMask = true float fadeInStart = 23.0 float fadeInEnd = 30.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// more good dragon mountains, brown rock, uses mask 1 for overriding automasking int layer = 10 string name = "good dragon mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_brown_alpha_amber.sha" int maskOptimize = 56 float scale = 35 int maskNum = 42 int secondaryMaskNum = 1 bool belongsToSet = true bool autoMask = true float fadeInStart = 26.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// more good dragon mountains, brown rock, XZ plane, uses mask 1 for overriding automasking int layer = 11 string name = "good dragon mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_brown_alpha_amber.sha" int maskOptimize = 56 float scale = 35 int maskNum = 42 int secondaryMaskNum = 1 bool belongsToSet = true bool autoMask = true float fadeInStart = 60.0 float fadeInEnd = 70.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 42 int cliffPlane = 1 int cliffAngle = 65 } {// more good dragon mountains, brown rock, XZ plane, uses mask 1 for overriding automasking int layer = 12 string name = "good dragon mountainside" string soundType = "rock" string alphaShaderFilename = "terrain_mountainside_brown_alpha_amber.sha" int maskOptimize = 56 float scale = 35 int maskNum = 42 int secondaryMaskNum = 1 bool belongsToSet = true bool autoMask = true float fadeInStart = 60.0 float fadeInEnd = 70.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 42 int cliffPlane = 2 int cliffAngle = 65 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // OVERRIDES // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // spotty grass int layer = 13 string name = "spotty grass" string alphaShaderFilename = "terrain_grass_spotty_alpha_reg.sha" string clutterFilename = "clutter_plantsandweeds_summer.def" string soundType = "grass" int maskOptimize = 64 float scale = 9 int maskNum = 14 } { // rough dirt int layer = 14 string name = "rough dirt" string alphaShaderFilename = "terrain_jungle_dirt.sha" string soundType = "dirt" int maskOptimize = 32 float scale = 11 int maskNum = 22 } { // green meadow sort of thing int layer = 15 string name = "meadow" string soundType = "grass" string alphaShaderFilename = "terrain_grass_meadow_alpha_green.sha" string clutterFilename = "clutter_plantsandweeds_summer.def" int maskOptimize = 32 float scale = 20 int maskNum = 23 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of jungle layers // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// little ferns and spotty grass and such int layer = 16 string name = "jungle" string soundType = "grass" string alphaShaderFilename = "terrain_jungle_grass_ground_alpha.sha" string clutterFilename = "clutter_jungle_summer.def" int maskOptimize = 24 float scale = 26 int maskNum = 33 bool belongsToSet = true bool autoMask = true float fadeInStart = 0.0 float fadeInEnd = 0.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // rough dirt int layer = 17 string name = "rough dirt" string alphaShaderFilename = "terrain_jungle_dirt.sha" string clutterFilename = "clutter_jungle_summer.def" string soundType = "dirt" int maskOptimize = 32 float scale = 11 int maskNum = 33 bool belongsToSet = true bool autoMask = true int secondaryMaskNum = 22 float fadeInStart = 15.0 float fadeInEnd = 40.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// swampy underbrush and leaves and stuff int layer = 18 string name = "swamp" string soundType = "grass" string alphaShaderFilename = "terrain_swamp_ground_brown_alpha.sha" string clutterFilename = "clutter_swamp_summer.def" int maskOptimize = 24 float scale = 18 int maskNum = 33 bool belongsToSet = true bool autoMask = true int secondaryMaskNum = 41 float fadeInStart = 15.0 float fadeInEnd = 40.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Grey cliff // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// greyish brown cliff standard mapping int layer = 19 string name = "grey cliff" string soundType = "rock" string alphaShaderFilename = "terrain_cliff_plated_alpha_grey.sha" int maskOptimize = 56 float scale = 25 int maskNum = 16 bool belongsToSet = true } {// greyish brown cliff, XZ plane int layer = 20 string name = "grey cliff" string soundType = "rock" string alphaShaderFilename = "terrain_cliff_plated_alpha_grey.sha" int maskOptimize = 56 float scale = 25 int maskNum = 16 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 16 int cliffPlane = 1 int cliffAngle = 60 } {// greyish brown cliff, YZ plane int layer = 21 string name = "grey cliff" string soundType = "rock" string alphaShaderFilename = "terrain_cliff_plated_alpha_grey.sha" int maskOptimize = 56 float scale = 25 int maskNum = 16 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 16 int cliffPlane = 2 int cliffAngle = 60 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Dwarven cliffsides // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // spotty grass/dirt, transitioning from the standard grass (tm) int layer = 22 string name = "spotty grass" string alphaShaderFilename = "terrain_grass_spotty_alpha_reg.sha" string soundType = "grass" int maskOptimize = 64 float scale = 6 int maskNum = 30 bool belongsToSet = true bool autoMask = true float fadeInStart = 15.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // brown dirt int layer = 23 string name = "rough dirt" string alphaShaderFilename = "terrain_dirt_reg_alpha_reg.sha" string clutterFilename = "clutter_rocksandpebbles_reg.def" string soundType = "dirt" int maskOptimize = 32 float scale = 11 int maskNum = 30 bool belongsToSet = true bool autoMask = true float fadeInStart = 17.0 float fadeInEnd = 35.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// greyish brown cliff, XZ plane int layer = 24 string name = "orange dwarven cliff" string soundType = "rock" string alphaShaderFilename = "terrain_dwarf_mountainside.sha" int maskOptimize = 56 float scale = 65 int maskNum = 30 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 30 int cliffPlane = 1 int cliffAngle = 50 } {// greyish brown cliff, YZ plane int layer = 25 string name = "orange dwarven cliff" string soundType = "rock" string alphaShaderFilename = "terrain_dwarf_mountainside.sha" int maskOptimize = 56 float scale = 65 int maskNum = 30 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 30 int cliffPlane = 2 int cliffAngle = 50 } {// greyish brown cliff, XZ plane int layer = 26 string name = "orange dwarven cliff" string soundType = "rock" string alphaShaderFilename = "terrain_dwarf_mountainside.sha" int maskOptimize = 56 float scale = 65 int maskNum = 30 bool belongsToSet = true bool autoMask = true float fadeInStart = 40.0 float fadeInEnd = 50.0 float fadeOutStart = 60.0 float fadeOutEnd = 70.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of lava stuff // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // dried volcanic rock bed, greyish int layer = 27 string name = "dried lava bed" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_dryrock.sha" int maskOptimize = 32 float scale = 9 int maskNum = 8 bool belongsToSet = true } { // rough volcanic rock, brownish int layer = 28 string name = "dried lava bed" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_rock_cliffface_b_alpha.sha" int maskOptimize = 56 float scale = 18 int maskNum = 8 bool belongsToSet = true bool autoMask = true float fadeInStart = 5.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// red rock cliffside, XY plane int layer = 29 string name = "red rock cliffside" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_cliffface_alpha.sha" int maskOptimize = 56 float scale = 30 int maskNum = 8 bool belongsToSet = true int secondaryMaskNum = 20 bool autoMask = true float fadeInStart = 30.0 float fadeInEnd = 55.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// red rock cliffside, XZ plane int layer = 30 string name = "red rock cliffside" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_cliffface_alpha.sha" int maskOptimize = 56 float scale = 30 int maskNum = 8 bool belongsToSet = true int secondaryMaskNum = 20 bool cliffTexture = true int cliffBindLayer = 8 int cliffPlane = 1 int cliffAngle = 65 bool autoMask = true float fadeInStart = 60.0 float fadeInEnd = 75.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// red rock cliffside, YZ plane int layer = 31 string name = "red rock cliffside" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_cliffface_alpha.sha" int maskOptimize = 72 float scale = 30 int maskNum = 8 bool belongsToSet = true int secondaryMaskNum = 20 bool cliffTexture = true int cliffBindLayer = 8 int cliffPlane = 2 int cliffAngle = 65 bool autoMask = true float fadeInStart = 60.0 float fadeInEnd = 75.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // dried lava with cracks showing magma through int layer = 32 string name = "cracked lavaflow" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_blue.sha" int maskOptimize = 40 float scale = 14 int maskNum = 7 } {// ashen rock cliffside, XY plane int layer = 33 string name = "ashen rock cliffside" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_rock_cliffface_alpha.sha" int maskOptimize = 56 float scale = 18 int maskNum = 12 bool autoMask = false } { // reddish volcanic rock, twisty looking int layer = 34 string name = "reddish volcanic rock" string soundType = "rock" string alphaShaderFilename = "terrain_volcano_lava_cliffface3.sha" int maskOptimize = 56 float scale = 8 int maskNum = 17 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of snow stuff // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // Frozen lake, draw first for easier snowy alpha blending int layer = 35 string name = "frozen lake" string soundType = "ice" string alphaShaderFilename = "terrain_ice_lake_alpha_blue.sha" int maskOptimize = 40 float scale = 45 int maskNum = 5 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // snow and black rock, automasks with several other layers on mask 4 int layer = 36 string name = "snow" string soundType = "snow" string alphaShaderFilename = "terrain_snow_reg_alpha_color.sha" string clutterFilename = "clutter_ice_reg.def" int maskOptimize = 16 float scale = 21 int maskNum = 4 bool belongsToSet = true } { // more snow and rock int layer = 37 string name = "crusty snow" string soundType = "snow" string alphaShaderFilename = "terrain_snow_cliff_alpha_reg.sha" int maskOptimize = 56 float scale = 15 int maskNum = 4 bool belongsToSet = true bool autoMask = true float fadeInStart = 15.0 float fadeInEnd = 30.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // more snow and rock int layer = 38 string name = "spotty snow" string soundType = "snow" string alphaShaderFilename = "terrain_snow_splotchy_alpha_white.sha" string clutterFilename = "clutter_rocksandpebbles_reg.def" int maskOptimize = 64 float scale = 13 int maskNum = 4 bool belongsToSet = true bool autoMask = true float fadeInStart = 32.0 float fadeInEnd = 40.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } { // more snow and rock int layer = 39 string name = "icy rock" string soundType = "rock" string alphaShaderFilename = "terrain_cliff_icerock_alpha_grey.sha" int maskOptimize = 56 float scale = 40 int maskNum = 4 bool belongsToSet = true bool autoMask = true float fadeInStart = 36.0 float fadeInEnd = 50.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { // Snowy rock cliff, XZ plane int layer = 40 string name = "snowy rock cliff" string soundType = "rock" string alphaShaderFilename = "terrain_icecliff_desaturate_alpha_snowy.sha" int maskOptimize = 36 float scale = 65 int maskNum = 40 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 40 int cliffPlane = 1 int cliffAngle = 45 } { // more snow cliff, YZ plane int layer = 41 string name = "snowy rock cliff" string alphaShaderFilename = "terrain_icecliff_desaturate_alpha_snowy.sha" string soundType = "rock" int maskOptimize = 36 float scale = 65 int maskNum = 40 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 40 int cliffPlane = 2 int cliffAngle = 45 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// blue cliff, XZ plane int layer = 42 string name = "blue cliff" string soundType = "rock" string alphaShaderFilename = "terrain_icecliff_desaturate_alpha_snowy.sha" int maskOptimize = 32 float scale = 65 int maskNum = 19 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 19 int cliffPlane = 1 int cliffAngle = 50 } {// more blue cliff, YZ plane int layer = 43 string name = "blue cliff" string soundType = "rock" string alphaShaderFilename = "terrain_icecliff_desaturate_alpha_snowy.sha" int maskOptimize = 32 float scale = 65 int maskNum = 19 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 19 int cliffPlane = 2 int cliffAngle = 50 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of desert layers // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// desert sand, shares mask 24 with several other layers int layer = 44 string name = "dried mud" string soundType = "sand" string alphaShaderFilename = "terrain_desert_sand_alpha_orange.sha" int maskOptimize = 32 float scale = 13 int maskNum = 24 bool belongsToSet = true } {// transition to cliff texture int layer = 45 string name = "desert transition" string soundType = "rock" string alphaShaderFilename = "terrain_sandstone_transition_alpha.sha" int maskOptimize = 64 float scale = 33 int maskNum = 34 bool autoMask = false } {// desert strata cliff, XZ plane int layer = 46 string name = "desert cliff" string soundType = "rock" string alphaShaderFilename = "terrain_strata_desert_alpha_orange.sha" int maskOptimize = 64 float scale = 88 int maskNum = 24 bool cliffTexture = true int cliffBindLayer = 24 int cliffPlane = 1 int cliffAngle = 50 bool autoMask = true float fadeInStart = 45.0 float fadeInEnd = 60.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// desert strata cliff, XZ plane int layer = 47 string name = "desert cliff" string soundType = "rock" string alphaShaderFilename = "terrain_strata_desert_alpha_orange.sha" int maskOptimize = 64 float scale = 88 int maskNum = 24 bool belongsToSet = true bool cliffTexture = true int cliffBindLayer = 24 int cliffPlane = 2 int cliffAngle = 50 bool autoMask = true float fadeInStart = 45.0 float fadeInEnd = 60.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// heavily cracked sand, standalone int layer = 48 string name = "hard cracked mud" string soundType = "dirt" string alphaShaderFilename = "terrain_mud_crackedhard_alpha_reg.sha" int maskOptimize = 48 float scale = 11 int maskNum = 29 } {// dried scrubby yellow grass, standalone int layer = 49 string name = "dried scrubby grass" string soundType = "grass" string alphaShaderFilename = "terrain_grass_scrub_alpha_reg.sha" int maskOptimize = 32 float scale = 12 int maskNum = 26 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Sandy beach and trod on sand, for saris/sslik island // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// walked on sand int layer = 50 string name = "walked beach sand" string soundType = "sand" string alphaShaderFilename = "terrain_saris_sand_brown.sha" int maskOptimize = 32 float scale = 6 int maskNum = 28 } {// smooth beach sand int layer = 51 string name = "smooth beach sand" string soundType = "sand" string alphaShaderFilename = "terrain_saris_sand_brown2.sha" int maskOptimize = 32 float scale = 32 int maskNum = 28 bool autoMask = true float fadeInStart = 4.0 float fadeInEnd = 10.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// darker sand for under buildings int layer = 52 string name = "darker sand" string soundType = "sand" string alphaShaderFilename = "terrain_saris_sand_brown3.sha" int maskOptimize = 32 float scale = 6 int maskNum = 31 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Start of undead layers // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// undead cracked dirt, shares mask 21 with other layers int layer = 53 string name = "undead cracked dirt" string soundType = "dirt" string alphaShaderFilename = "terrain_undead_dry_rock_crack_alpha.sha" string clutterFilename = "clutter_dead_reg.def" int maskOptimize = 24 float scale = 9 int maskNum = 21 bool belongsToSet = true } {// more undead terrain, blacker cracked dirt int layer = 54 string name = "undead dark cracked rock" string soundType = "rock" string alphaShaderFilename = "terrain_side_stones_green_alpha.sha" int maskOptimize = 32 float scale = 6 int maskNum = 21 bool belongsToSet = true bool autoMask = true float fadeInStart = 9.0 float fadeInEnd = 25.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// undead cliffs int layer = 55 string name = "undead rock" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray_flat_alpha.sha" int maskOptimize = 32 float scale = 15 int maskNum = 21 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 } {// undead cliffs int layer = 56 string name = "undead rock" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray_flat_alpha.sha" int maskOptimize = 32 float scale = 25 int maskNum = 21 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 21 int cliffPlane = 1 int cliffAngle = 50 } {// undead cliffs int layer = 57 string name = "undead rock" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray_flat_alpha.sha" int maskOptimize = 32 float scale = 25 int maskNum = 21 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 21 int cliffPlane = 2 int cliffAngle = 50 } {// undead cliffs int layer = 58 string name = "undead cliffface" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray.sha" int maskOptimize = 32 float scale = 15 int maskNum = 36 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = false } {// undead cliffs int layer = 59 string name = "undead cliffface" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray.sha" int maskOptimize = 32 float scale = 25 int maskNum = 36 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 21 int cliffPlane = 1 int cliffAngle = 65 } {// undead cliffs int layer = 60 string name = "undead cliffface" string soundType = "rock" string alphaShaderFilename = "terrain_undead_cliffface_gray.sha" int maskOptimize = 56 float scale = 25 int maskNum = 36 bool belongsToSet = true //int secondaryMaskNum = 36 bool autoMask = true float fadeInStart = 35.0 float fadeInEnd = 45.0 float fadeOutStart = 90.0 float fadeOutEnd = 90.0 bool cliffTexture = true int cliffBindLayer = 21 int cliffPlane = 2 int cliffAngle = 65 } {// undead flat ground int layer = 61 string name = "undead flat" string soundType = "dirt" string alphaShaderFilename = "terrain_undead_roadway_gray_alpha.sha" int maskOptimize = 48 float scale = 7 int maskNum = 39 } {// human tomb floor flagstone int layer = 62 string name = "floor - human tomb" string soundType = "rock" string alphaShaderFilename = "terrain_tile_dungeon_floor.sha" int maskOptimize = 48 float scale = 7 int maskNum = 45 } {// human tomb floor flagstone int layer = 63 string name = "floor - dragon tomb" string soundType = "rock" string alphaShaderFilename = "terrain_tile_dungeon_floor.sha" int maskOptimize = 48 float scale = 7 int maskNum = 45 int secondaryMaskNum = 46 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Beach and ocean bottom // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// ocean bottom, standalone int layer = 64 string name = "ocean bottom" string soundType = "sand" string alphaShaderFilename = "terrain_silt_reg_alpha_grey.sha" int maskOptimize = 32 float scale = 16 int maskNum = 32 } {// sandy beach, standalone int layer = 65 string name = "beach sand" string soundType = "sand" string alphaShaderFilename = "terrain_sand_beach_alpha.sha" int maskOptimize = 32 float scale = 26 int maskNum = 10 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Roads go on top of everything else, and are standalone // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ {// undead path int layer = 66 string name = "undead path" string soundType = "dirt" string alphaShaderFilename = "terrain_rock_round_undead_alpha.sha" int maskOptimize = 48 float scale = 9 int maskNum = 37 bool isRoad = true } {// volcanic path int layer = 67 string name = "volcanic path" string soundType = "rock" string alphaShaderFilename = "terrain_vocano_roadway_alpha.sha" int maskOptimize = 48 float scale = 9 int maskNum = 44 bool isRoad = true } {// desert cobblestone road int layer = 68 string name = "desert road" string soundType = "rock" string alphaShaderFilename = "terrain_saris_cobblestone_alpha.sha" int maskOptimize = 48 float scale = 6 int maskNum = 38 bool isRoad = true } {// high desert road int layer = 69 string name = "high desert road" string soundType = "rock" string alphaShaderFilename = "terrain_rock_flag_alpha_yellow.sha" int maskOptimize = 48 float scale = 7 int maskNum = 35 bool isRoad = true } {// dirt path int layer = 70 string name = "dirt path" string soundType = "dirt" string alphaShaderFilename = "terrain_dirt_path_alpha_reg.sha" int maskOptimize = 32 float scale = 7 int maskNum = 6 bool isRoad = true } {// cobblestone road int layer = 71 string name = "cobblestone road" string soundType = "rock" string alphaShaderFilename = "terrain_rock_round_alpha_grey.sha" int maskOptimize = 48 float scale = 4 int maskNum = 18 bool isRoad = true } {// snowy roadway int layer = 72 string name = "snowy path" string soundType = "rock" string alphaShaderFilename = "terrain_snowy_road_path.sha" int maskOptimize = 56 float scale = 11 int maskNum = 13 bool isRoad = true } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // Holodeck, I really should probably remove this because it's silly // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { int layer = 73 string name = "test" string soundType = "rock" string alphaShaderFilename = "terrain_testarea_reg_alpha_reg.sha" int maskOptimize = 48 float scale = 10 int maskNum = 11 } // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // water! // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ { int layer = 74 string name = "water - blue" string soundType = "water" string alphaShaderFilename = "terrain_water_01_reg_blue.sha" float scale = 500 int maskNum = 50 // int secondaryMaskNum = -2 bool isWater = true } { int layer = 75 string name = "water - green" string soundType = "water" string alphaShaderFilename = "terrain_water_02_reg_green.sha" float scale = 500 int maskNum = 51 // int secondaryMaskNum = -2 bool isWater = true } { int layer = 76 string name = "water - black" string soundType = "water" string alphaShaderFilename = "terrain_water_reg_reg_black.sha" float scale = 500 int maskNum = 52 // int secondaryMaskNum = -2 bool isWater = true } { int layer = 77 string name = "water - ocean" string soundType = "water" string alphaShaderFilename = "terrain_water_ocean_reg_reg.sha" float scale = 500 int maskNum = 53 // int secondaryMaskNum = -2 bool isWater = true } } }