Example #1
0
 public terrain_class2()
 {
     this.active                    = true;
     this.color_terrain             = new Color((float)2, (float)2, (float)2, (float)1);
     this.prearea                   = new area_class();
     this.splatPrototypes           = new List <splatPrototype_class>();
     this.colormap                  = new splatPrototype_class();
     this.treePrototypes            = new List <treePrototype_class>();
     this.detailPrototypes          = new List <detailPrototype_class>();
     this.tree_instances            = new List <TreeInstance>();
     this.heightmap_resolution_list = 5;
     this.splatmap_resolution_list  = 4;
     this.basemap_resolution_list   = 4;
     this.size                        = new Vector3((float)1000, (float)250, (float)1000);
     this.size_xz_link                = true;
     this.tiles                       = new Vector2((float)1, (float)1);
     this.data_foldout                = true;
     this.resolution_foldout          = true;
     this.raw_file_index              = -1;
     this.raw_save_file               = new raw_file_class();
     this.heightmap_resolution        = 129;
     this.splatmap_resolution         = 128;
     this.detail_resolution           = 128;
     this.detail_resolution_per_patch = 8;
     this.basemap_resolution          = 128;
     this.size_synchronous            = true;
     this.resolutions_synchronous     = true;
     this.splat_synchronous           = true;
     this.tree_synchronous            = true;
     this.detail_synchronous          = true;
     this.detail_scale                = (float)1;
     this.base_terrain_foldout        = true;
     this.tree_detail_objects_foldout = true;
     this.wind_settings_foldout       = true;
     this.settings_all_terrain        = true;
     this.heightmapPixelError         = (float)5;
     this.basemapDistance             = (float)20000;
     this.treeDistance                = (float)20000;
     this.detailObjectDistance        = (float)250;
     this.detailObjectDensity         = (float)1;
     this.treeMaximumFullLODCount     = 50;
     this.treeBillboardDistance       = (float)250;
     this.treeCrossFadeLength         = (float)200;
     this.draw                        = true;
     this.editor_draw                 = true;
     this.settings_editor             = true;
     this.wavingGrassSpeed            = 0.5f;
     this.wavingGrassAmount           = 0.5f;
     this.wavingGrassStrength         = 0.5f;
     this.wavingGrassTint             = new Color(0.698f, 0.6f, 0.5f);
     this.neighbor                    = new neighbor_class();
 }
Example #2
0
 public terrain_class()
 {
     this.active = true;
     this.color_terrain = new Color((float)2, (float)2, (float)2, (float)1);
     this.copy_terrain_settings = true;
     this.neighbor = new neighbor_class();
     this.prearea = new area_class();
     this.splatPrototypes = new List<splatPrototype_class>();
     this.colormap = new splatPrototype_class();
     this.treePrototypes = new List<treePrototype_class>();
     this.detailPrototypes = new List<detailPrototype_class>();
     this.size_xz_link = true;
     this.tiles = new Vector2((float)1, (float)1);
     this.data_foldout = true;
     this.raw_file_index = -1;
     this.raw_save_file = new raw_file_class();
     this.heightmap_resolution = (float)256;
     this.splatmap_resolution = (float)256;
     this.detail_resolution = (float)256;
     this.detail_resolution_per_patch = (float)8;
     this.basemap_resolution = (float)256;
     this.size_synchronous = true;
     this.resolutions_synchronous = true;
     this.splat_synchronous = true;
     this.tree_synchronous = true;
     this.detail_synchronous = true;
     this.detail_scale = (float)1;
     this.base_terrain_foldout = true;
     this.tree_detail_objects_foldout = true;
     this.wind_settings_foldout = true;
     this.settings_all_terrain = true;
     this.heightmapPixelError = (float)5;
     this.basemapDistance = (float)20000;
     this.treeDistance = (float)20000;
     this.detailObjectDistance = (float)250;
     this.detailObjectDensity = (float)1;
     this.treeMaximumFullLODCount = 50;
     this.treeBillboardDistance = (float)250;
     this.treeCrossFadeLength = (float)200;
     this.draw = true;
     this.editor_draw = true;
     this.settings_editor = true;
     this.wavingGrassSpeed = 0.5f;
     this.wavingGrassAmount = 0.5f;
     this.wavingGrassStrength = 0.5f;
     this.wavingGrassTint = new Color(0.698f, 0.6f, 0.5f);
 }