Howto:Regional texturing: Difference between revisions

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<b><xsize</b> and <b>ysize</b> are important because they determine how large a patch the base texture file is supposed to cover (in the above example, 1000 m x 1000 m is covered by one texture sheet, if the sheet is 1024x1024 pixels, the base resolution is about 1 m).  
<b><xsize</b> and <b>ysize</b> are important because they determine how large a patch the base texture file is supposed to cover (in the above example, 1000 m x 1000 m is covered by one texture sheet, if the sheet is 1024x1024 pixels, the base resolution is about 1 m).  


The final set of parameters is passed to the FDM for ground interactions - we learn that 'Dirt' and 'Rock' are to be treated as solid surfaces and what their rolling friction and bumpiness is supposed to be.
The final set of parameters is passed to the FDM for ground interactions - we learn that 'Dirt' and 'Rock' are to be treated as solid surfaces and what their rolling friction and bumpiness is supposed to be. Using blocks like this, every landclass as stored in the terrain mesh is assigned characteristics that determine how it looks and behaves in FG when the scenery tile is loaded.
 
Note that using material definitions it is possible to merge different landclasses - in the above example triangles classified as 'Dirt' and 'Rock' will look and feel the same - but making two separate definitions instead, they could also be made to look differently. Again, a single landclass can not be made two different materials in the same region - later definitions will overwrite earlier ones.
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