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Battlezone
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moon.ini
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INI File
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1998-01-19
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10KB
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303 lines
//*********************************************************************
// *
// FILE: TERRAIN.INI *
// AUTHOR: George Sutty *
// VERSION: V4.0 - Jul 18, 1997 *
// DESCRIPTION: Parameters for the terrain generation *
// *
//*********************************************************************
[LODInfo]
textureCount = 3 // Disable TEXTURE when this reached
textureRange = 200
textureRadius = 50
fillCount = 20 // Disable SOLID polygon fill when this reached
fillRange = 200
fillRadius = 10
shadowCount = 3 // Disable shadows when this reached
shadowRange = 100
shadowRadius = 100
bspCount = 100 // Disable BSP polygon sort when this reached
bspRange = 1000
bspRadius = 100
lightCount = 0 // Disable lighting when this reached
lightRange = 0
lightRadius = 10000
lodCount = 1000 // Disable highest level LOD when this reached (use LOD1)
lodRange = 1000
lodRadius = 0
subdivideDepth= 1 // Triangle subdivisions in when fill disabled
//*********************************************************************
// These parameters control terrain fog, 1x to 2x node subdivision, etc..
//*********************************************************************
[NormalView]
FogStart = 175
FogEnd = 250
FogBreak = 60 // At x% between start & end, visibility drops to x%
VisibilityRange = 250
FlatRange = 300
DitherRange = 2000
FlatColor = 223
Intensity = 90
Ambient = 0
VertexNormals = 1
GridsPerTile = 2
LavaSpeed = 0
ShadowLuma = 255
// MIPMAP transitions (based on 20x20 tile size)
// 640x480 screen => 256x256 tile is 1:1 at 25m & 2:1 at 50m
// 128x128 tile is 1:1 at 50m and so on
// 64x64 tile is 1:1 at 100m
// 32x32 tile is 1:1 at 200m
// Make transitions half way between
MIP0 = 60
MIP1 = 120
MIP2 = 240
MIP3 = 4800
[SateliteView1]
VisibilityRange = 1000
//*********************************************************************
//
// NEW TERRAIN TEXTURE TILE DESCRIPTIONS
//
//*********************************************************************
// Each type J of material has it's own section [TextureTypeJ]. There can be
// upto x different materials. Each material can have a solid
// tile, and two border tiles with another material.
// First border tile looks like a cap shape along one edge.
// The second tile looks like two caps along two adjacent
// edges filling area below diagonal. For each of the three
// tile types (SOLID, CAP, DIAGONAL) there must be
// definition *for x MIP levels (although these could
// specify the same file for one or more MIP levels).
// Same material type can have several variants, upto x.
// MATERIAL TYPES = 8
// MIP LEVELS = 2
// VARIANTS = 4
// Solid[MIP level][Variant] , MIP:0,1,2,3, Variant=0,1,2,3
// -------------------------
// These define all different variations and MIP levels of
// the solid texture tile for Material Type 0
// Solid00 = crackmud.map
// Solid10 = crackmud.map
// CapTo[Type][MIP level][Variant]
// -------------------------------
// These define border tile with a small "cap" on top of the
// sepecified material. E.G. CapOn3_10 is a cap of this material
// on top of material 3, with MIP level 1, and variation 0
// Note that cap from 0 to 1 is different than cap from 1 to 0!!!!
// CapTo1_00 = cap.map
// CapTo1_10 = cap.map
// DiagonalOn[Type][MIP level][Variant]
// ------------------------------------
// These define border tile with a area below lower-left "diagonal"
// current texture tile on top of the
// sepecified material. E.G. DiagonalOn3_10 is a texture of this
// material in lower left of the tile,
// on top of material 3, with MIP level 1, and variation 0
// Note that diagonal from 0 to 1 is different than from 1 to 0!!!!
// DiagonalTo1_00 = diagonal.map
// DiagonalTo1_10 = diagonal.map
// TODO: Post processing edges, editor
[TextureType0] // MoonDune
SolidA0 = mn00sA0.map
SolidA1 = mn00sA1.map
SolidA2 = mn00sA2.map
SolidA3 = mn00sA3.map
Solidb0 = mn00sA0.map
Solidb1 = mn00sA1.map
Solidb2 = mn00sA2.map
Solidb3 = mn00sA3.map
Solidc0 = mn00sA0.map
Solidc1 = mn00sA1.map
Solidc2 = mn00sA2.map
Solidc3 = mn00sA3.map
Solidd0 = mn00sC0.map
Solidd1 = mn00sC1.map
Solidd2 = mn00sC2.map
Solidd3 = mn00sC3.map
CapTo3_A0 = mn03cA0.map
CapTo3_A1 = mn03cA1.map
CapTo3_A2 = mn03cA2.map
CapTo3_A3 = mn03cA3.map
DiagonalTo3_A0 = mn03dA0.map
DiagonalTo3_A1 = mn03dA1.map
DiagonalTo3_A2 = mn03dA2.map
DiagonalTo3_A3 = mn03dA3.map
[TextureType3] // MoonCrater
SolidA0 = mn33sA0.map
SolidA1 = mn33sA1.map
SolidA2 = mn33sA2.map
SolidA3 = mn33sA3.map
//*********************************************************************
// Debug section
//*********************************************************************
[Debug]
SeparateDraw = 0 // 0:Normal draw, 1=Draw terrain then draw all vehicles
// this is used to benchmark terrain draw, and vehicle draw
TrackFPS = 1 // Displays frame rate in upper right corner
Slope = 15
//*********************************************************************
//
//*********************************************************************
[AnimatedScrounge]
// Each type of surface material can have
// a separate set of animated scrounge maps.
// However, each set must have same number
// of animation frames, and each frame (map)
// must have as the last two digits the frame
// number (0 to n-1). When more sets are
// created, then the third digit will have
// the set number. For example to make two
// LAVA sets, the following line would be used:
// Type1 = LAVA_115.MAP
// That would indicate 2 sets, with 16 frames
// each. First set is named LAVA_000.MAP through
// LAVA_015.MAP. The second set is named
// LAVA_100.MAP through LAVA_115.MAP
//
// Currently there can be at most 8 animations per surface
// type. And at most 64 simultaneous animations being
// displayed at one time.
Type0 =
Type1 =
Type2 =
Type3 =
Type4 =
// These parameters control the distribution and size
// of the animations
Rate = 50 // 50ms between frames
Size = 250 // 2.50m high (must be integer!)
Count = 16 // Maximum number of simultaneous animations
Diameter= 200 // New animations placed within 100m radius of camera point
//*********************************************************************
// These parameters control the lightning bolts
//*********************************************************************
[LightningBolt]
MinDelay = 1000 // At least 3s between bolts
MaxDelay = 20000 // At most 10s between bolts
Bolts = 1 // One bolt at a time
Duration = 200 // Stays on screen for 200ms
Sound = lstart.wav
Color = 15 // Color 0
Distance = 150 // Shown at 150m from the viewer
//*********************************************************************
// These parameters control sky effects
//*********************************************************************
// These animations are "hanging" from the sky.
// There can be up-to 8 different animations,
// Anim0 through Anim7; each with it's own size
// and location (m below sky level)
// Each set of animations ANIMnn.MAP must have as
// last two digits of the name, the sequence number
// 1 to n.
[AnimatedSky]
// These control bitmap name, rate and height of the animations
Anim0 =
Anim1 =
Anim2 =
Anim3 =
Anim4 =
Anim5 =
Anim6 =
Anim7 =
// These control the distribution of the animations
MinDelay = 0 // Wait at least this long (ms) before displaying first frame
MaxDelay = 1500 // Wait at most this long before displaying
Count = 32 // Maximum number of simultaneous animations
Diameter = 400 // New animations placed within this diameter of camera point
[SkyBackdrop]
Texture = backdrop.map
Distance= 400
Width = 800
Height = 100
//*********************************************************************
// These parameters control the texture tiles (solid as
// well as border tiles).
// OBSOLETE
//*********************************************************************
// All SOLID tiles must have 4 MIP levels 128x128, 64x64
// 32x32 and 16x16 named as follows: NAMEnnnC.MAP where
// nnn is one of [128, 064, 032, 016] and C is one of [a,p]
// The characters [a,p] are from the conventions used
// for the sixteen border tiles a-p. Where 'a' is the
// solid BACKGROUND tile, and 'p' is the solid FOREGROUND
// tile, and the rest are all the mixes.
// All BORDER tiles must have 14 files named NAMEnnnC.MAP
// where the nnn is tile size, and the character C is one
// of [b, c, d, ..., o].
// Note: all tiles are specified in the form TypeNM where
// NM indicates type of FOREGROUND and BACKGROUND materials.
// N=M indicates SOLID tile, and N<M indicates BORDER TILES
// TypeNM followed by nothing, indicates that that combination
// is not supported. Also notice that N<=M!
[TextureTiles]
// SOLID tiles (all must also have 128, 064, 032 and 016 for each)
Type00 = char128a.map // Charcoal
Type11 = lava128p.map // Lava (had missing 64,32,&16)
Type22 = sand128p.map // Sand
Type33 = snow128p.map // Snow
Type44 = crat128p.map // Crater
Type66 = rock128p.map // Wall/Cliff
// BORDER tiles (note that digits NM are N < M)
// (files b-o must exist for each border set!!!!)
Type01 = lava128b.map
Type02 = sand128b.map
Type04 = crat128b.map
Type23 = snow128b.map
// MIPMAP transitions (based on new tile sizes)
// 640x480 screen => 64x64 tile is 1:1 at 50m & 2:1 at 100m
// 32x32 tile is 1:1 at 100m and so on
// make transitions half way between
MIP0 = 75 // 64x64 upto this
MIP1 = 150 // 32x32 upto this
MIP2 = 300 // 16x16 upto this
MIP3 = 1200 // 8x8 upto this (and beyond)