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