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📄 maptool.cfg

📁 使用stl技术,(还没看,是听说的)
💻 CFG
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#			Base file name for the landscape heightfield data
#			The file name MUST be LandScapeFileName.LandScapeExtension (ex: landscape.png)
#LandScapeFileName=gcanyon_height_4k2k
LandScapeFileName=ps_height_1k
LandScapeExtension=png
# Map that user have generated before, using terragen,
#and want to split or to light (Textureformat=Image)
#ColorMapName=gcanyon_texture_4k2k.png
ColorMapName=ps_texture_1k.png
ColorMapSplit=yes
# same but with modulated with light
LitColorMapSplit=no
#
# If you intend to use it with
# Paginglandscape scenemanager  Paged=yes
# or with Terrain scenemanager  Paged=no
Paged=yes
#			Height and Width of the landscape (if it's paged)
# number of pages on each dimension :
# heightmap / pagesize for each dimension.
Width=4
Height=4
#
#
#
#			Splatting
#				We are allowing 4 textures to build the terrain texture
#				MaterialHeight to change alpha weights ( using 255 scale )
MaterialHeight1=90
MaterialHeight2=160

#needs to be in maptool directory
SplatFilename0=splatting_snow.jpg
SplatFilename1=splatting_sand.jpg
SplatFilename2=splatting_grass.jpg
SplatFilename3=splatting_rock.jpg

#
#			Scale values
ScaleX=100
ScaleY=20
ScaleZ=100

# Directory where to store files
# absolute or related to maptool directory
# if OutDirectory=LandScapeFileName will use filename of your input data
OutDirectory=LandScapeFileName


# 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
# usual 8 bits HeightMap (terrain scene manager)
HeightMap=no
#
# Normal Map
NormalMap=no
# RGB as XYZ normal and Alpha as 8 bits HeightMap (paging scene manager)
HeightNormalMap=yes
#
# 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
#

#
# Base map for big scale maps, used for long distance instead of splatting
# (Textureformat=Base and splattingX)
BaseMap=yes
# 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=yes
#
# 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=yes
# 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
#
# Shadows on terrains (lightmap is used, shadowmap is mainly for debugging)
# (Textureformat=splatting4 or splatting5)
LightMap=yes
ShadowMap=no

Sunx=0.2f
Suny=-0.4f
Sunz=0.3f

Ambient=0.5f
Diffuse=0.5f
Blur=2


###########
###########
# Options only useful for paging landscape scene manager paged=yes
#
#			Size of the Heightfiled in pixels (must be 2^n + 1)
PageSize=257
#
#			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=HeightField
#Data2DFormat=HeightFieldTC
# don't work with mapsplitter for now
#Data2DFormat=SplineField

#			The HeightField TC is a compressed format and need to know the value range from where the
#				heightfield file was compressed (if it's paged, and  Data2DFormat=HeightFieldTC)
MaxValue=3000
MinValue=0

### EXPERIMENTAL and not useful for now
#
# 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
# 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

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