Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

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InputPath = path where the heighmap is located
DeltaX = distance between two pixels of the heightmap in x in meters
DeltaY = height difference between two shades of grey in meters
DeltaZ = distance between two pixels of the heightmap in z in meters
MapCenter = absolute location of the center of the map in meters (i.e. 1260.0 1260.0)
WaterLevel = height of the water surface in meters
(only if this values is set all further paramenters beginning with "Water..." will be processed.
CulturalFadeValues = distance in meter in which the naturals begin and stop to fade out (i.e. 280.0 330.0)
CulturalALocations = location of a bitmap marking the appearance of naturals on the map with dots
CulturalBLocations = location of a bitmap marking the appearance of naturals on the map with dots
CulturalCLocations = location of a bitmap marking the appearance of naturals on the map with dots
CulturalAObject = erf file of a natural which will be places according to CulturalALocations, 3 object possible
CulturalBObject = erf file of a natural which will be places according to CulturalBLocations, 3 object possible
CulturalCObject = erf file of a natural which will be places according to CulturalCLocations, 3 object possible
HeightField = name of the height field
PolyCount = amount of triangles requested per zone
BucketSize = max number of trianlges in one mesh
SmoothingPasses = number of passes with a gaussian blur filter over the heightmap
BorderPixels = obsolete (leave at 0)
NumberOfLevels = numbers of levels of detail (leave at 3 which means 4 level of detail in programer gaga)
DetailTexture = name of the detail texture now with absolute path underneath Content\Textures\
UnderwaterdetailTexture = name of the detail texture now with absolute path underneath Content\Textures\
WaterTexture = name of the detail texture now with absolute path underneath "Content\Textures\"
WaterTextureMovieFrames = if a movie texture for the water surface is desired specify here the number of frames (i.e frames > 1 needed)
WaterDetailTexture = name of the detail texture now with absolute path underneath Content\Textures\
WaterDetailTextureMovieFrames = if a movie texture for the detail texture on the water surface is desired specify here the number of frames (i.e frames > 1 needed)
WaterTextureRatio = how often the water texture repeats itself over the distance of 160.0 m
WaterDetailRatio = how often the water detail texture repeats itself over the distance of on water texture
DetailRatio = how often the detail texture repeats itself over the distance of 160.0 m
DetailFadeBegin = distance in meter in which the detail texture begin to fade out
DetailFadeEnd = distance in meter in which the is faded out
DetailAlphaMode = alpha mode used to blend the detail texture "OneOne" or "AlphaInvAlpha"