<gcpatch name="fielddrysparse" clr="#9BA61C" >

	<gridsize type="vector2d">4, 4</gridsize>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.22</spacing>
		<jitter>0.15</jitter>
		<fadedist>8</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump01, 7, 0.025, 0.05, true, true</obj>
		<obj type="stringlist">GrassClump02, 7, 0.025, 0.05, true, true</obj>
		<obj type="stringlist">GrassClump03, 7, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">GrassClump04, 7, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">Rock01, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.04, 0.06, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.05, 0.07, false, false</obj>
		<obj type="stringlist">Rock04, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock05, 1, 0.04, 0.06, false, false</obj>
		<obj type="stringlist">Rock06, 1, 0.05, 0.07, false, false</obj>
		
	</clump>

</gcpatch>

<gcpatch name="marshclump" clr="#50A67D" >

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">5, 3, 0, 0</numpatches>

	<clump>
		<pos type="vector2d">0, 0.72</pos>
		<radius>3</radius>
		<spacing>0.15</spacing>
		<jitter>0.05</jitter>
		<faderange type="vector4d">0, 0, 5, 7</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump01, 7, 0.025, 0.05, true, true</obj>
		<obj type="stringlist">GrassClump02, 7, 0.025, 0.05, true, true</obj>
		<obj type="stringlist">GrassClump03, 7, 0.3, ,0.5 true, true</obj>
		<obj type="stringlist">GrassClump04, 7, 0.3, ,0.5 true, true</obj>
		<!--obj type="stringlist">Grass03, 7, 0.15, ,0.2 true, true</obj>
		<obj type="stringlist">Grass04, 7, 0.15, ,0.2 true, true</obj-->
		<obj type="stringlist">Rock01, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.05, 0.07, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.07, 0.09, false, false</obj>
		<obj type="stringlist">Rock04, 1, 0.1, 0.12, false, false</obj>
		<obj type="stringlist">Rock05, 1, 0.1, 0.12, false, false</obj>
		<obj type="stringlist">Rock06, 1, 0.12, 0.15, false, false</obj>
		<obj type="stringlist">Fern01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Fern02, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Fern03, 1, 0.1, 0.15, true, true</obj>

	</clump>

	<clump>
		<pos type="vector2d">0, 0.72</pos>
		<radius>3</radius>
		<spacing>0.25</spacing>
		<jitter>0.2</jitter>
		<faderange type="vector4d">0, 0, 12, 14</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Cattails01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Cattails02, 1.2, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Cattails03, 1.4, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Cattails04, 1.6, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Cattails05, 1.8, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Cattails06, 2, 0.1, 0.15, true, true</obj>

	</clump>

</gcpatch>

<gcpatch name="fieldgrassdense" clr="#00AA00" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">2, 3, 2, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.10</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 12, 15</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump03, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">Grass03, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">Grass04, 2, 0.1, 0.2, true, true</obj>

	</clump>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>4</radius>
		<spacing>0.15</spacing>
		<jitter>0.15</jitter>

		<faderange type="vector4d">0, 0, 4, 6</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Rock01, 1, 0.01, 0.05, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">FlowersWhite03, 1, 0.1, 0.15, true, true</obj>
	</clump>

</gcpatch>

<gcpatch name="fieldgrasstalldense" clr="#00FF00" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">2, 2, 2, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.10</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 12, 15</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump03, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">Grass03, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">Grass04, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">GrassTall01, 2, 0.1, 0.2, true, true</obj>
		<obj type="stringlist">GrassTall02, 2, 0.1, 0.2, true, true</obj>

	</clump>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>4</radius>
		<spacing>0.15</spacing>
		<jitter>0.15</jitter>

		<faderange type="vector4d">0, 0, 5, 7</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Rock01, 1, 0.01, 0.1, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.03, 0.1, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.03, 0.1, false, false</obj>
		<obj type="stringlist">FlowersRed01, 1, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">FlowersWhite03, 1, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">FlowersYellow02, 1, 0.1, 0.25, true, true</obj>

	</clump>

</gcpatch>

<gcpatch name="fieldgrasssparse" clr="#88FF88 >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">4, 4, 4, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.08</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 12, 15</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump03, 2, 0.08, 0.08, true, true</obj>
		<obj type="stringlist">Grass03, 2, 0.08, 0.08, true, true</obj>
		<obj type="stringlist">Grass04, 2, 0.08, 0.08, true, true</obj>

	</clump>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>4</radius>
		<spacing>0.30</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 4, 6</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Rock01, 1, 0.01, 0.03, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.02, 0.04, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.02, 0.04, false, false</obj>
	</clump>

</gcpatch>

<gcpatch name="bushdrysparse" clr="#FFB500" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 4, 4, 1</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.32</spacing>
		<jitter>0.30</jitter>
		<fadedist type="vector4d">0, 0, 10, 12</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">BushDry01, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushDry02, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushDry03, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushDry04, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushScruffy01, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushScruffy02, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushScruffy03, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushScruffy04, 2, 0.1, 0.15, false, true</obj>
		<obj type="stringlist">BushScruffy05, 2, 0.1, 0.15, false, true</obj>
		
	</clump>

</gcpatch>

<gcpatch name="dryclumpsparse" clr="#9BCC00" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 2, 2, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.12</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 5, 7</faderange>
		
		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">GrassClump03, 2, 0.05, 0.08, true, true</obj>
		<obj type="stringlist">GrassClump04, 2, 0.05, 0.08, true, true</obj>
		<obj type="stringlist">DryBrushClump01, 1, 0.03, 0.06, true, true</obj>
		<obj type="stringlist">DryBrushClump02, 1, 0.03, 0.06, true, true</obj>
		<obj type="stringlist">DryBrushClump03, 1, 0.03, 0.06, true, true</obj>
		<obj type="stringlist">DryBrushClump04, 1, 0.03, 0.06, true, true</obj>
	</clump>

</gcpatch>

<gcpatch name="rocksmalldense" clr="#B6A788" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 1, 1, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.12</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 4, 6</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Rock01, 1, 0.01, 0.03, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock04, 1, 0.01, 0.03, false, false</obj>
		<obj type="stringlist">Rock05, 1, 0.02, 0.04, false, false</obj>
		<obj type="stringlist">Rock06, 1, 0.03, 0.05, false, false</obj>	
	</clump>

</gcpatch>

<gcpatch name="rocklarge" clr="#B6A788" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 0, 1, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.62</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 18, 24</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Rock01, 1, 0.12, 0.2, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.2, 0.28, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.2, 0.28, false, false</obj>
		<obj type="stringlist">Rock04, 1, 0.12, 0.2, false, false</obj>
		<obj type="stringlist">Rock05, 1, 0.16, 0.24, false, false</obj>
		<obj type="stringlist">Rock06, 1, 0.2, 0.28, false, false</obj>	
	</clump>

</gcpatch>

<gcpatch name="ferndense" clr="#52E642" >

	<gridsize type="vector2d">4, 4</gridsize>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.22</spacing>
		<jitter>0.15</jitter>
		<faderange type="vector4d">0, 0, 7, 9</faderange>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Fern01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Fern02, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">Fern03, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

</gcpatch>

<gcpatch name="flowersreddense" clr="#FF007A" >

	<gridsize type="vector2d">4, 4</gridsize>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.06</spacing>
		<jitter>0.15</jitter>
		<fadedist type="vector4d">0, 0, 6, 8</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">FlowersRed01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersRed02, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersRed03, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

</gcpatch>

<gcpatch name="flowerswhitedense" clr="#FFFFFF" >

	<gridsize type="vector2d">4, 4</gridsize>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.06</spacing>
		<jitter>0.15</jitter>
		<fadedist type="vector4d">0, 0, 6, 8</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">FlowersWhite01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersWhite02, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersWhite03, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersWhite04, 1, 0.1, 0.15, true, true</obj>	
		
	</clump>

</gcpatch>

<gcpatch name="flowersyellowdense" clr="#FFFF65" >

	<gridsize type="vector2d">4, 4</gridsize>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.06</spacing>
		<jitter>0.15</jitter>
		<fadedist type="vector4d">0, 0, 6, 8</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">FlowersYellow01, 1, 0.1, 0.15, true, true</obj>
		<obj type="stringlist">FlowersYellow02, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

</gcpatch>

<gcpatch name="seaweeddense" clr="#408148" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">2, 2, 2, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.12</spacing>
		<jitter>0.15</jitter>
		<fadedist type="vector4d">0, 0, 6, 8</fadedist>

		<uvscale type="vector2d">0.25, 0.5</uvscale>
		<uvoffset type="vector2d">0.75, 0.5</uvoffset>

		<obj type="stringlist">Seaweed01, 1, 0.05, 0.07, true, true</obj>
		<obj type="stringlist">Seaweed02, 1, 0.05, 0.07, true, true</obj>
		<obj type="stringlist">Seaweed03, 1, 0.05, 0.07, true, true</obj>
		<obj type="stringlist">Seaweed04, 1, 0.07, 0.1, true, true</obj>
		<obj type="stringlist">Seaweed05, 1, 0.07, 0.1, true, true</obj>
		<obj type="stringlist">Rock01, 1, 0.03, 0.1, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.05, 0.1, false, false</obj>

	</clump>

</gcpatch>

<gcpatch name="cropsdense" clr="#95994B" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 2, 2, 0</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>

	<clump>
		<seed>1</seed>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.40</spacing>
		<jitter>0.3</jitter>
		<faderange type="vector4d">0, 0.01, 200, 250</faderange>

		<obj type="stringlist">Crop01, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

	<clump>
		<seed>2</seed>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.40</spacing>
		<jitter>0.3</jitter>
		<faderange type="vector4d">0, 0.01, 200, 250</faderange>

		<obj type="stringlist">Crop01, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

	<clump>
		<seed>3</seed>
		<pos type="stringlist">0, 0</pos>
		<radius>3</radius>
		<spacing>0.40</spacing>
		<jitter>0.3</jitter>
		<faderange type="vector4d">0, 0.01, 200, 250</faderange>

		<obj type="stringlist">Crop01, 1, 0.1, 0.15, true, true</obj>
		
	</clump>

	<!--clump>
		<pos type="stringlist">0, 0</pos>
		<radius>0.72</radius>
		<spacing>0.12</spacing>
		<jitter>0.15</jitter>
		<fadedist>6</fadedist>

		<obj type="stringlist">Rock01, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock02, 1, 0.04, 0.06, false, false</obj>
		<obj type="stringlist">Rock03, 1, 0.05, 0.07, false, false</obj>
		<obj type="stringlist">Rock04, 1, 0.03, 0.05, false, false</obj>
		<obj type="stringlist">Rock05, 1, 0.04, 0.06, false, false</obj>
		<obj type="stringlist">Rock06, 1, 0.05, 0.07, false, false</obj>
		
	</clump-->

</gcpatch>

<gcpatch name="mixedforestdense" clr="#FF0000" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 0, 2, 1</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>
	<castshadows>true</castshadows>
	<shaderstyle>trees</shaderstyle>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.72</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverPine, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.72</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">1.0, 2.0</uvscale>
		<uvoffset type="vector2d">0.5, -1.5</uvoffset>

		<obj type="stringlist">TreeGroundcoverPineSprite, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02Sprite, 1, 0.15, 0.2, true, true</obj>
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.92</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcover, 0.3, 0.2, 0.3, true, true</obj>
		<obj type="stringlist">TreeGroundcover02, 0.3, 0.2, 0.3, true, true</obj>
		<obj type="stringlist">TreeGroundcover03, 0.3, 0.2, 0.3, true, true</obj>	
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.92</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverLowester, 0.3, 0.2, 0.3, true, true</obj>
		<obj type="stringlist">TreeGroundcover02Lowest, 0.3, 0.2, 0.3, true, true</obj>
		<obj type="stringlist">TreeGroundcover03Low, 0.3, 0.2, 0.3, true, true</obj>
	</clump>

</gcpatch>

<gcpatch name="pineforestdense" clr="#AA0000" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 0, 2, 1</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>
	<castshadows>true</castshadows>
	<shaderstyle>trees</shaderstyle>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.72</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverPine, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>0.72</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">1.0, 2.0</uvscale>
		<uvoffset type="vector2d">0.5, -1.5</uvoffset>

		<obj type="stringlist">TreeGroundcoverPineSprite, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02Sprite, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

</gcpatch>

<gcpatch name="deciduousforestdense" clr="#FF00AA" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 0, 2, 3</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>
	<castshadows>true</castshadows>
	<shaderstyle>trees</shaderstyle>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcover, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcover02, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcover03, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverLowester, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcover02Lowest, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcover03Low, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

</gcpatch>


<gcpatch name="mixedforestsparse" clr="#FFAA00" >

	<!-- indicate how many variants we want to create at each size (1x1, 2x2, 4x4, 8x8) -->
	<numpatches type="int" numvals="4">0, 0, 4, 1</numpatches>

	<texclr>resources\images\uv\groundcover.dds</texclr>
	<castshadows>true</castshadows>
	<shaderstyle>trees</shaderstyle>

	<clump>
		<pos type="vector2d">0.6, 0.6</pos>
		<seed>1</seed>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverPine, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

	<clump>
		<pos type="vector2d">0.6, 0.6</pos>
		<seed>1</seed>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">1.0, 2.0</uvscale>
		<uvoffset type="vector2d">0.5, -1.5</uvoffset>

		<obj type="stringlist">TreeGroundcoverPineSprite, 1, 0.15, 0.2, true, true</obj>
		<obj type="stringlist">TreeGroundcoverPine02Sprite, 1, 0.15, 0.2, true, true</obj>
	
	</clump>

	<clump>
		<pos type="vector2d">0, 0</pos>
		<seed>2</seed>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">0, 0, 10, 10</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcover, 0.3, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">TreeGroundcover02, 0.3, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">TreeGroundcover03, 0.3, 0.1, 0.25, true, true</obj>	
	</clump>


	<clump>
		<pos type="vector2d">0, 0</pos>
		<seed>2</seed>
		<radius>3</radius>
		<spacing>1.22</spacing>
		<jitter>0.35</jitter>
		<faderange type="vector4d">10, 10, 200, 250</faderange>

		<uvscale type="vector2d">0.5, 1.0</uvscale>
		<uvoffset type="vector2d">0.0, 0.0</uvoffset>

		<obj type="stringlist">TreeGroundcoverLowester, 0.3, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">TreeGroundcover02Lowest, 0.3, 0.1, 0.25, true, true</obj>
		<obj type="stringlist">TreeGroundcover03Low, 0.3, 0.1, 0.25, true, true</obj>
	</clump>

</gcpatch>


