;*******************************************************
;******************* WHEEL of WAR  *********************
;*******************************************************
; This file must be the same on all clients.
; The order of this file is important, do not
; reorder anything or it will fail to load.
; This file containes graphics related settings
; for a given map type.

[INITIAL_SECTION]

Files=textures         ;  where the terrain texture files are located
TextGen=Wheel       ;  where the texgen.cfg file is located
DetailTexture=Detail06_09.jpg ; what file to use for the detail texture
MipMapBias=-0.5     ;  0 is normal, -1.0 for sharp, 1.0 for blurry
HutType=2           ;  1 for tent style hut, 2 for log hut
TrashOffset=0.0     ;  -1.0 is the old default which lowers trash a bit, use 0.0 for no offset
DustTrail=0         ;  when vehicles move, a dust trail is created. use 0 for no trail
;
RoadType=1          ;  Which image group in Artwork\roads will be used
Road_A=0.9         ;  alpha of road.  1.0 is opaque, 0.0 is totally transparent, must be above 0.0
Road_R=0.25         ;  red tint of roads. from 0.0 to 1.0
Road_G=0.55         ;  green tint of roads
Road_B=0.87          ;  blue tint of roads
;
; These color values affect terrain
Terrain_R=0.75         ; 1.0 is normal
Terrain_G=0.95         ; 1.0 is normal
Terrain_B=1.1         ; 1.0 is normal
;
; there are two lights that affect objects
; this is the camera's light
Objects_Camera_R=1.3     ; 1.0 is normal
Objects_Camera_G=1.8     ; 1.0 is normal
Objects_Camera_B=1.5     ; 1.0 is normal
; this is the ambient light
Objects_Ambient_R=0.35  ; 0.20 is normal
Objects_Ambient_G=0.65  ; 0.18 is normal
Objects_Ambient_B=0.90  ; 0.09 is normal

;
; The following section controls precipitation
; Comment this section out to turn off precipitation
;
[PRECIPITATION_SECTION]
PSS1=SnowFall.pss     ; this one is required
;PSS2=   ; optional second effect
;PSS3=   ; optional third effect
;PSS4=   ; optional fourth effect
;PSS5=   ; optional fifth effect
;PSS6=   ; optional sixth effect
;PSS7=   ; optional seventh effect
;PSS8=   ; optional eighth effect
;
; EmitterSpacing defines spacing of precipitation emitters across the game map.
; This value should depend on the size of the area used by your precipitation emitter.
; For the spacing of emitters, 8 or 16 is suggested, the smaller this is, the more emitters. 
; If you change this, make sure precipation still looks right at the edge of the map.
EmitterSpacing=8     ; distance in tiles 

; Precipitation continously alternates from being active to being inactive.  If you
; want it to always be active, specify 0 for Inactive and any non-zero number for active.
ActiveTime=120       ; time in seconds emitter is on
InactiveTime=240     ; time in seconds emitter is off

; causes times to vary between cycles.  Use 0 for no randomization (exact time)
; 1.0 will cause times to randomly vary from 100% to 200% of what you specify.
RandomizeTimes=1.0

;
; The follow sections control what models
; are used for the game's primary resource, trash. 
;
; Dropped trash is used when units and buildings are destroyed,
; and can be used in other groups too.
;
[DROPPED_SMALL_TRASH]  ; small is for trash bits
trashmed1.3ds
trashmed2.3ds
trashmed3.3ds
trashmed4.3ds
trashmed5.3ds
trashmed6.3ds
trashmed7.3ds
trashmed8.3ds

[DROPPED_MEDIUM_TRASH] ; medium is for larger trash bits
trashlarge1.3ds
trashlarge2.3ds
trashlarge3.3ds
trashlarge4.3ds
trashlarge5.3ds

;
; Game start trash is for trash placed at the start of
; the game, including near player initial bases.
;
[GAMESTART_SMALL_TRASH]  ; small is for trash bits
UseDropped=30%
tires_03.3ds
Sign01.3ds
Sign02.3ds
Sign03.3ds
TrashCity_Car02.3DS
TrashCar.3ds
Stake01.3ds
trashjeep1.3ds
ParkM_1.3ds
TrashMilitary_Crate01.3DS

[GAMESTART_MEDIUM_TRASH] ; medium is for larger trash bits
UseDropped=30%
tires_04.3ds
Roads_04.3ds
Roads_05.3ds
Factory_TrashCrate1.3ds
Factory_TrashWire1.3DS
Rails_03.3ds
;TrashFactory_Can01.3DS
;
; when trash of a destroyed vehicle is small
[VEHICLE_SMALL_TRASH]
UseDropped=80%
trashmed9.3ds

;
; when a gatling car is destroyed
[CAR_MEDIUM_TRASH]
UseDropped=80%
TrashCar.3ds

;
; when a semi is destroyed
[SEMI_MEDIUM_TRASH]
UseDropped=70%
TrashSemi.3ds


[RUINS_SMALL_TRASH]  ; small is for trash bits
UseGamestart=50%
Ruin_11.3ds
Ruin_12.3ds
ParkM_1.3ds
Roads_04.3ds
Roads_05.3ds
Ruin_13.3ds
Ruin_14.3ds
Stake01.3ds
tires_03.3ds

[RUINS_MEDIUM_TRASH] ; medium is for larger trash bits
UseGamestart=40%
Ruin_05.3ds
Ruin_06.3ds
Ruin_07.3ds
Ruin_08.3ds
Ruin_09.3ds
Ruin_10.3ds
Roads_01.3ds
Roads_02.3ds
Roads_03.3ds
TrashCity_Car02.3DS
Rails_03.3ds

[RUINS_LARGE_TRASH]
;
; Format for large trash structures:
;
; filename,Size=X,RM=X
;
; Size refers to size in tiles.
;    Size=1 for 1X1 structures
;    Size=2 for 2X2 structures
;    Size=3 for 3X3 structures
;
; RM refers to rotation mode, it controls how
; this structure will be randomly rotated in the game.
;    RM=0 means do no rotation
;    RM=1 means rotate to one of 0,90,180,270 degrees (in XY plane)
;    RM=2 not used
;    RM=3 means rotate any direction (in XY plane)
;
; Add 10 to RM to randomize orientation in XYZ space, a small amount
; Add 20 to RM to randomize orientation in XYZ space, a med amount
; Add 30 to RM to randomize orientation in XYZ space, a large amount
;
; You can optionally add "MaxCount" after "RM".  This
; will limit the number number of times you'll see
; a particle trash structure at a given area.
;
; You can optionally add "Passable" at the end of the 
; line, which will allow units to move through this object.
;
; Each LARGE_TRASH object is allowed a single pss effect to be attached to it.
;
; Example: FacTrash_Pipe02.3DS,  Size=1, RM=3, MaxCount=1, Passable, FacTrash_Pipe02.pss
;
Ruin02_01All.3ds,     Size=3, RM=0, Ruins2All_Shadow01.pss
Ruin01_02Medium.3ds,  Size=2, RM=3
Ruin_01.3ds,          Size=1, RM=3, MaxCount=2, Passable
Ruin_02.3ds,          Size=1, RM=3, MaxCount=2, Passable
Ruin_03.3ds,          Size=1, RM=3, MaxCount=2, Passable
Ruin_04.3ds,          Size=1, RM=3, MaxCount=2, Passable
TrashMilitary_Site01.3DS,   Size=3, RM=0, MaxCount=2, Site01A_01.pss
MilSite01B.3ds,   Size=3, RM=0, MaxCount=2, Site01B_01.pss
Sign01.3ds, Size=1, RM=3, Passable
Sign02.3ds, Size=1, RM=3, Passable
Sign03.3ds, Size=1, RM=3, Passable
ParkM_1.3ds, Size=1, RM=3, Passable
Stake01.3ds, Size=1, RM=3, Passable
Rails_01.3ds, Size=1, RM=3, Passable
Rails_02.3ds, Size=1, RM=3, Passable
Radar01.3DS,  Size=1, RM=1, MaxCount=2
TSpeaker01.3DS,  Size=1, RM=1, MaxCount=3

[CITY_SMALL_TRASH]
UseGamestart=20%
Ruin_13.3ds
Ruin_14.3ds
TrashCity_Car02.3DS
TrashCity_Van01.3DS
TrashCar.3ds
Stake01.3ds
tires_03.3ds
Sign01.3ds
Sign02.3ds
Sign03.3ds
ParkM_1.3ds
Roads_04.3ds
Roads_05.3ds

[CITY_MEDIUM_TRASH]
UseGamestart=60%
Ruin_15.3ds
Ruin_16.3ds
Ruin_17.3ds
Ruin_18.3ds
trashjeep1.3ds
Roads_01.3ds
Roads_02.3ds
Roads_03.3ds

[CITY_LARGE_TRASH]
Sign01.3ds, Size=1, RM=3, Passable
Sign02.3ds, Size=1, RM=3, Passable
Sign03.3ds, Size=1, RM=3, Passable
ParkM_1.3ds, Size=1, RM=3, Passable
Stake01.3ds, Size=1, RM=3, Passable
TrashCity_Building02.3DS, Size=3, RM=0, MaxCount=2, Building02_Shadow01.pss
TrashCity_Building03.3DS, Size=3, RM=0, MaxCount=2, Building03_Shadow01.pss
TrashCity_Building03b.3DS, Size=3, RM=0, MaxCount=2, Building03b_Shadow01.pss
TrashCity_Airplane01.3DS, Size=2, RM=0, MaxCount=2, Airplane01_Shadow.pss
TrashCity_Airplane01b.3DS, Size=2, RM=0, MaxCount=2, Airplane01b_Shadow.pss
TrashCity_Monument01.3DS, Size=1, RM=1, MaxCount=1, Monument01_Shadow.pss
TrashCity_Monument02.3DS, Size=1, RM=1, MaxCount=1, Monument02_Shadow.pss


[FACTORY_SMALL_TRASH]
UseGamestart=80%
Factory_TrashCrate1.3ds
Rails_03.3ds

[FACTORY_MEDIUM_TRASH]
UseGamestart=60%
Factory_TrashWire1.3DS
TrashFactory_Can01.3DS
TrashMilitary_Fence01.3DS
TrashMilitary_Fence02.3DS
Rails_01.3ds
Rails_02.3ds

[FACTORY_LARGE_TRASH]
FacTrashSilo01.3DS,      Size=1, RM=3, Silo01_Shadow01.pss
FacTrash_Pipe01.3DS,     Size=1, RM=3, MaxCount=3
FacTrash_Pipe02.3DS,     Size=1, RM=3, MaxCount=3
TrashMilitary_Site01.3DS,   Size=3, RM=0, MaxCount=2, Site01A_01.pss
MilSite01B.3ds,   Size=3, RM=0, MaxCount=2, Site01B_01.pss
TrashMilitary_Site02.3DS,   Size=3, RM=0, MaxCount=9, MilSite02_Shadow01.pss
TrashMilitary_Site02B.3DS,   Size=3, RM=0, MaxCount=1, MilSite02B_Shadow.pss
Dredge01.3DS,   Size=1, RM=3, MaxCount=5
Hangar01.3DS,   Size=3, RM=0, MaxCount=2, HangarShadowA_01.pss
Hangar01B.3DS,   Size=3, RM=0, MaxCount=2, HangarShadowB_01.pss

[MILITARY_SMALL_TRASH]
UseGamestart=100%

[MILITARY_MEDIUM_TRASH]
UseGamestart=80%
Fence03.3DS
trashjeep1.3ds

[MILITARY_LARGE_TRASH]
MilTrashChopper01.3DS,      Size=1, RM=3, MaxCount=1
TrashMilitary_Can01.3DS,    Size=1, RM=3, MaxCount=3, Passable
TrashMilitary_Crate01.3DS,  Size=1, RM=3, MaxCount=3, Passable
TrashMilitary_Tower01.3DS,  Size=1, RM=1, MaxCount=2, TowerShadow_01.pss
TrashMilitary_Site01.3DS,   Size=3, RM=0, MaxCount=2, Site01A_01.pss
MilSite01B.3ds,   Size=3, RM=0, MaxCount=2, Site01B_01.pss
TrashMilitary_Site02.3DS,   Size=3, RM=0, MaxCount=1, MilSite02_Shadow01.pss
TrashMilitary_Site02B.3DS,   Size=3, RM=0, MaxCount=1, MilSite02B_Shadow.pss
Radar01.3DS,  Size=1, RM=1, MaxCount=3
TSpeaker01.3DS,  Size=1, RM=1, MaxCount=7
Site03a.3DS,  Size=3, RM=0, MaxCount=1, Site03A_01.pss
Site03b.3DS,  Size=3, RM=0, MaxCount=1, Site03B_01.pss
Warplane1_A.3DS,  Size=2, RM=0, MaxCount=2, Warplane1A_Shadow.pss
Warplane1_B.3DS,  Size=2, RM=0, MaxCount=2, Warplane1B_Shadow.pss
Hangar01.3DS,   Size=3, RM=0, MaxCount=2, HangarShadowA_01.pss
Hangar01B.3DS,   Size=3, RM=0, MaxCount=2, HangarShadowB_01.pss

;
;I could implement these, just ask
;[NEARBY_HUTS_LARGE_SMALL]
;[NEARBY_HUTS_LARGE_MEDIUM]
;

[NEARBY_HUTS_LARGE_TRASH]
TrashMisc_Skin01.3DS,      Size=1, RM=1

;
; These weights control how often a particular trash group
; is seen in this map.  This will not control the amount
; of trash in the game, only which trash gets what
; group assigned to it.
; Trash next to players' initial base is always in
; the Gamestart group.  This is for other trash on the map.
;
[GROUP_WEIGHTS]

GamestartGroupWeight=0.0
RuinsGroupWeight=1.0
CityGroupWeigth=0.0
FactoryGroupWeight=0.0
MilitaryGroupWeight=1.0


;
; These counts control how much of the trash in a group
; gets assigned a structures vs the smaller trash bits.
; For example with ruins, structures are defined in
; [RUINS_LARGE_TRASH].  The counts are broken down into
; the three different size groups.  Any trash left over
; will be made of "trash bits".  Bits for ruins are
; defined in [RUINS_MEDIUM_TRASH] and [RUINS_SMALL_TRASH].
;

[LARGE_COUNTS]

RuinsLargeCount_1X1=6
RuinsLargeCount_2X2=4
RuinsLargeCount_3X3=3
CityLargeCount_1X1=6
CityLargeCount_2X2=4
CityLargeCount_3X3=3
FactoryLargeCount_1X1=6
FactoryLargeCount_2X2=4
FactoryLargeCount_3X3=3
MilitaryLargeCount_1X1=6
MilitaryLargeCount_2X2=4
MilitaryLargeCount_3X3=3
NearHutsLargeCount_1X1=1
NearHutsLargeCount_2X2=1
NearHutsLargeCount_3X3=1
