### WARNING ## read Data2dLoader.txt, Mapsplitterreadme.txt ## in ogreaddons paginglandscape root folder before anything here. ## # resource group name GroupName=General # # If you intend to use it with # Paginglandscape scenemanager Paged=yes # or with Terrain scenemanager Paged=no Paged=yes # # Scale values ScaleX=513 ScaleY=1 ScaleZ=513 ########### ########### # Height and Width of the landscape in number of pages Width=1 Height=1 # # Size of the Heightfiled in pixels (must be (power of 2) + 1) PageSize=513 # # Size of the Heightfield in pixels #193 is the best spot as its the last power of two size that gives 16bits indexbuffer TileSize=65 # Especialized 2D data loader. # Currently the only available loaders are # 'HeightField', 'HeightFieldTC' and 'SplineField'. # More to come. (For Terrainscene (paged =yes HeightField is used by default) # Data2DFormat=EmberHeightField #########HEIGTHMAPS # # What to generate # HERE IS WHERE YOU SPECIFY YOUR NEEDS # # If you want your map to be infinitizable InfiniteMap=no # If you want smooth your heightmap HeightMapBlurFactor=0.0f # Make sure heights use the whole range (0-255 or 0-65535) Equalize=no # usual 8 bits HeightMap (terrain scene manager) HeightMap=yes # Creates a MiniMap (width=numpageswidth*numtiles and height=numpagesheight*numtiles) # (as the name don't tell, it's creates a file.small.png image...) MiniMap=no MiniMapWidth=512 MiniMapHeight=512 #########NORMALS # # Normal Map NormalMap=yes # RGB as XYZ normal and Alpha as 8 bits HeightMap (paging scene manager) HeightNormalMap=no # # Map that can be used on not too much scaled terrain or old hardware # no enough texture units or too slow multipass (Textureformat=Image) ColorMapGenerated=no # same but with modulated with light LitColorMapGenerated=no #########SPLATTING # Base map for big scale maps, used for long distance instead of splatting # (Textureformat=Base and splattingX) BaseMap=no # same but with modulated with light LitBaseMap=no # #### Maps used for splattings # # coverage is RGBA, each channel has info for 1 splat # (Textureformat=splatting3) CoverageMap=no # # generate 1 alpha map per splatting # (Textureformat=splatting2) When Ogre has support fo PF_A8 AlphaMaps=no # same but with black RGB data until Ogre has support fo PF_A8 AlphaSplatRGBAMaps=no # same but with light in RGB data AlphaSplatLightMaps=no # # generate 1 RGB map per splatting gray level instead of alpha # (mainly debug, but can be used to get some splatting in GL version one day) RGBMaps=no ####################LIGHTING # Shadows on terrains (lightmap is used, shadowmap is mainly for debugging) # (Textureformat=splatting4) LightMap=no ShadowMap=no Sunx=0.0f Suny=0.88f Sunz=0.47f Ambient=0.5f Diffuse=0.5f Blur=0.0f ######## Real-Time LIGHTING # Horizon Mapping (real-time lightmapping shader with V2 pixel shader) # LONG TIME COMPUTATION HorizonMap=no # map elevation lookup table independant, so generate once and rename according to your materials. ElevationMap=no # trick Real-Time mapping : sun is constricted in Z axis. Fastest Horizon mapping possible with and without shaders. ZHorizon=yes ########VISIBILITY # # PVS (potential visibility set) # VERY LONG TIME COMPUTATION # Will be used to decide if terrain patches are visible or hidden by some hills # or mountains (not used for now in plugin's code) # could be used for AI to know if something is visible from a point to another... # so perhaps a thing that can lies in scenemanagers... PVSMap=no ################## PERFORMANCES OPTIONS. # # # # Visible renderables # This is the number of visible renderables from the current camera position # to the border of the visible terrain. (The radius of renderables) VisibleRenderables=200 # # LOD : LEVEL OF DETAIL # # Distance LOD # This is the number of renderables in the higher LOD. # DistanceLOD=5 # # if not set, it's precomputed to the max possible at this TileSize. # Must be (2^MaxRendervel < TileSize) #MaxRenderLevel=5 # # # FPS Processing limit # number of renderables loading in a single frame (if needed) NumRenderablesLoading=50 # # WINDOWING AROUND CAMERA # # Num of adjacent loaded landscape pages. MaxAdjacentPages=3 # # Num of adjacent preloaded landscape pages. # Must be bigger than MaxAdjacentPages + 1, the textures are loaded in a separate thread. MaxPreloadedPages=4 # # # Pages Load Factor # Pages will be load/unload when they are about PageSize^2 * ChangeFactor ChangeFactor=1.5 # # # Camera Threshold # If the last camera position minus current camera position is >= CameraTheshold # then the scene is trasverse to check LOD. CameraThreshold=5 # # Memory Pool Initial Usage Values (pre-allocated renderables and tiles.) # use debug mode to check your needs. # At max should be near MaxPreloadedPages*(pagesize/tilesize)*(pagesize/tilesize) # MaxNumRenderables=256 IncrementRenderables=256 MaxNumTiles=256 IncrementTiles=256 # The maximum error allowed when determining which LOD to use MaxPixelError=10 ################## LIGHTING OPTIONS. # For better looking deformed texture (instantbase) # for shader (needed to get slope) # could be automatic ? VertexNormals=yes # # For lighting VertexLit=no NumTextureFormatSupported=1 TextureFormatSupported0=EmberTexture