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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. | 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. | ||
=== Basic workflow === | |||
To make a regional texture definition for a region then, you need to | |||
* define a region by creating a file with a name, area and condition header | |||
* include this file in materials.xml | |||
* fill it with individual material definitions which are supposed to apply to the region | |||
For the latter task, you may or may not have to | |||
* acquire suitable textures for the region | |||
* configure the procedural texturing parameters to generate good composite textures | |||
* assign random trees, buildings, materials, lights,... | |||
* assign surface properties |
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