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Mirek625 edited this page Apr 19, 2014
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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
*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
*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