[General]
// The Number of types of foliage in the file
NumTypes=2

[FoliageType01]
// The Name of the FoliageMap entry that appears in the terrain editor.
FoliageName=Cedar Trees
// The RGB Color in the FoliageMap targa.
RGB=0,0,0
// How many different plants/meshes are in this region.
NumPlants=2

////////////////////////////////////////////////////////////////////////////////////
// If you want a default value to spread over all values with this foliage
// type just create an entry with Default_variable instead of PlantXX_variable
// e.g. Default_CastsShadow=0  will make any entry without the CastsShadow
// parameter not cast shadows by default.
Default_CastsShadow=1

// Edge Stuff.
EdgeSize = 5.0
// The Scaling of the trees near the edges
Plant01_edgeScale=0.75
// How dense the plant gets near the edges (0.5 is half the number of trees 2.0 is twice the number of trees)
Plant01_edgeDensityFactor=0.5

// Name of an idividual plant mesh
Plant01_mesh=Data/Terrain/PatchTest/Foliage/Pine.mesh

// The average distance between meshes
Plant01_avgDistance = 9.0

// The overall scaling of the plants (if you want all plants to be a base of 2x you would make it 2.
Plant01_baseScale=1.5

// PlantXX_scaleRange = %variance in height, %in width, %in depth, 
//		If there are only two parameters the width and depth will scale uniformly
//		If there is only one parameter, everything will scale uniformly.
Plant01_scaleRange=0.35

// Wheter a plant will cast a shadow (1 = will cast a shadow, 0 = will not cast a shadow.  Default: 1)
Plant01_CastsShadow=1

// These two parameters relate to how they show up in relation to the ground normal.
// By default all plants have their normal pointing straight up.
// PlantXX_UpIsNormal = If this parameter is on, then the up vector is pointing parallel to the normal, otherwise
//		the up vector remains pointing up.						(1 - on, 0 - off		default: off)
Plant01_UpIsNormal=0

// PlantXX_SkewTillFlush = Determines if we'll be skewing the tree such that although the normal is still
//		pointing up, the base is still flush with the ground.	(1 - on, 0 - off		default: off)
//		This parameter does nothing when the PlantXX_UpIsNormal parameter is on.
Plant01_SkewTillFlush=1

// PlantXX_PlacementCollision = The minimum distance any other plant can be to this (asside from plants with
//		radius 0).
Plant01_PlacementCollision=0.52

// PlantXX_WalkCollision = The closest a person can walk to the center of the plant.
Plant01_WalkCollision=0.4


Plant02_mesh=Data/Terrain/PatchTest/Foliage/Cedar.mesh
Plant02_avgDistance = 9.0
Plant02_scaleRange=0.35
Plant02_edgeScale=0.75



[FoliageType02]
RGB=0,255,0
NumPlants=4
Plant01_mesh=Data/Terrain/PatchTest/Foliage/Pine.mesh
Plant01_avgDistance = 11.0
Plant01_scaleRange=0.45
Plant01_clumpSideScale = 0.85
Plant01_edgeScale=0.75

Plant02_mesh=Data/Terrain/PatchTest/Foliage/Cedar.mesh
Plant02_avgDistance = 11.0
Plant02_scaleRange=0.35
Plant02_edgeScale=0.75

Plant03_mesh=Data/Terrain/PatchTest/Foliage/Pine2.mesh
Plant03_avgDistance = 11.0
Plant03_scaleRange=0.45
Plant03_clumpSideScale = 0.85
Plant03_edgeScale=0.75

Plant04_mesh=Data/Terrain/PatchTest/Foliage/Pine3.mesh
Plant04_avgDistance = 11.0
Plant04_scaleRange=0.45
Plant04_clumpSideScale = 0.85
Plant04_edgeScale=0.75