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Mirek625 edited this page Apr 19, 2014 · 2 revisions

ECO files seem to be used for storing information regarding the automated flora and clutter generation for the specified materials. Examples:

  • indar_ocean_redsand.eco
  • indar_road_highlands.eco

Structure

Texturepart

*TEXTUREPART
*SOURCE_COLOR_BLEND_MAP	[Filename.dds]
*SOURCE_NORMAL_MAP	[Filename.dds]
*SOURCE_SPEC_MAP	[Filename.dds]
*RENDER_COLOR_NX_MAP	[Filename.dds]
*RENDER_SPEC_BLEND_NY_MAP	[Filename.dds]
*DETAILREPEAT	[Integer]
*BLENDSTRENGTH	[Float]
*SPECMIN	[Float]
*SPECMAX	[Float]
*SPECSMOOTHNESSMIN	[Float]
*SPECSMOOTHNESSMAX	[Float]
*PHYSICS_MATERIAL	[String]
*END_TEXTUREPART   

Layerpart (can be empty)

*LAYERPART
*LAYER	[Layername]
	*FLORA	[Name(String)]
	*TEXTURELAYER	[Filename w/o .eco]
	*DENSITY	[Float]
	*MINSCALE	[Float]
	*MAXSCALE	[Float]
	*SLOPEPEAK	[Float]
	*SLOPEEXTENT	[Float]
	*MINELEVATION	[Float]
	*MAXELEVATION	[Float]
	*MINALPHA	[Integer]
	*CLUMPMASK	[String e.g. "spotty02.bmp"]
	*CLUMPMASKPATH	[Filepath in relation to the studio Fileserver: e.g."X:\Planetside2\Main\Runtime\TerrainEditor\Resources\flora_alpha\"]
	*CLUMPMASKSCALE	[Float]
	*CLUMPMASKUOFFSET	[Integer]
	*CLUMPMASKVOFFSET	[Integer]
	*TINT	[Integer]	[Integer]
	[additional tints]
*END_LAYER
    [Additional layers]
*END_LAYERPART
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