#number of times the detail texture will tile in a terrain tile
DetailTile=3

# Heightmap source
PageSource=Heightmap

# Heightmap-source specific settings
Heightmap.image=Island.png

# How large is a page of tiles (in vertices)? Must be (2^n)+1
PageSize=129

# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
TileSize=17

# The maximum error allowed when determining which LOD to use
MaxPixelError=3

# The size of a terrain page, in world units
PageWorldX=3000
PageWorldZ=3000
# Maximum height of the terrain 
MaxHeight=200

# Upper LOD limit
MaxMipMapLevel=1

VertexNormals=yes
#VertexColors=yes
#UseTriStrips=yes

# Use vertex program to morph LODs, if available
#VertexProgramMorph=yes

# The proportional distance range at which the LOD morph starts to take effect
# This is as a proportion of the distance between the current LODs effective range,
# and the effective range of the next lower LOD
#LODMorphStart=0.2

# This following section is for if you want to provide your own terrain shading routine
# Note that since you define your textures within the material this makes the 
# WorldTexture and DetailTexture settings redundant

# The name of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamName=morphFactor

# The index of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamIndex=4

# The name of the material you will define to shade the terrain
CustomMaterialName=Island


