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Terrain
Standlone terrain segment.
Item file: aux.
See kDOP item.
Flags I know about:
Bit 0 and 1: Right -> terrain noise
0 = 100%; 1 = 50%; 2 = 0%.
Bit 2 and 3: Right -> terrain transition
0 = 16; 1 = 8; 2 = 4; 3 = 32.
Bit 4 and 5: Step size
0 = 4m; 1 = 16m; 2 = 12m; 3 = 2m
Bit 6: Right -> Vegetation collision
Bit 7: Water reflection
Bit 8: Invert railing
Bit 9: No collision
Bit 10: No boundary
Bit 11: Right -> No detail vegetation
Bit 12: Stretch terrain
Bit 13: Low poly vegetation
Bit 14: Ignore cut planes
Bit 16: No terrain shadows
Bit 18: Smooth detail vegetation
Bit 24 and 25: Left -> terrain noise
Bit 26 and 27: Left -> terrain transition
Bit 28: Left -> vegetation collision
Bit 29: Left -> no detail vegetation
UID of the backward and forward node of the item.
Don't know what this does
Cached length of the terrain segment. See Polyline item.
The minimum length of a terrain is step size / 2.
The maximum length of a terrain is 99999m.
The seed used for placing vegetation.
Railing model and its offset, multiplied by 100. This is repeated three times, since there are three models.
The following parameters are repeated for both sides:
Terrain size, multiplied by 10. Maximum size is 6500.
Terrain profile and terrain profile coefficient.
TODO
Three vegetation structs, see Vegetation struct.
No Detail Vegetation From and To settings, multiplied by 10.
Same as above for the left side.
List of vegetation spheres. See Vegetation sphere struct.
Terrain data. See Quad info struct. Repeated for right and left side.
Edge models.
UV rotation of terrain textures.
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.base/.aux/.snd
- Animated Model
- Bezier Patch
- Buildings
- Bus Stop
- Camera Path
- Camera Point
- City
- Company
- Compound
- Curve
- Cut Plane
- Cutscene
- Environment Area
- Far Model
- Ferry
- Fuel Pump
- Garage
- Gate
- Hinge
- Hookup
- Map Area
- Map Overlay
- Model
- Mover
- Parking
- Prefab
- Road
- Service
- Sign
- Sound
- Terrain
- Traffic Area
- Trajectory
- Trigger
- Visibility Area
- Walker