Author=Mike Prosser
Difficulty=cold
Players=two
Preview=Ogrian/Preview/Snow

Scale.xz=2
Scale.y=1

OceanMaterial=Ogrian/Ocean
SkyMaterial=Ogrian/CloudySky
FoliageMaterial=Ogrian/EvergreenTree
FoliageAmount=500

# foliage numbers
FOLIAGE_SCALE=20
FOLIAGE_SCALE_VAR=0
FOLIAGE_LINE_MIN=5
FOLIAGE_LINE_MAX=500

#shrine skin
SHRINE_SKIN=0

#tower skin
TOWER_SKIN=0

#bot information for this map
botstartX=900
botstartZ=900

BOT_BRAIN=joe
BOT_CASTLE_SKIN=0

# the RGB colour of the bot
BOT_RED=221
BOT_GREEN=10
BOT_BLUE=32


#music for this map
MAP_MUSIC=Media/music/ogrian_snow.ogg

# Lava on(1) or off(0)
Lava=0

# Single-player start locations
startX=232
startZ=296

# Multi-player start locations
p1startX=232
p1startZ=296

p2startX=678
p2startZ=986

p3startX=298
p3startZ=876

p4startX=34
p4startZ=838

# the RGB colour of the native monsters
MONSTERS_RED=0
MONSTERS_GREEN=188
MONSTERS_BLUE=255

# the number of starting stuff in skirmish mode
NUM_TOWERS=6
NUM_TICKS=30
NUM_SENTINELS=30

MANA_DROP_MULTIPLIER=0.5

# keep monsters this far away from the start location
MONSTER_MIN_DIST=200

# the number of shrines
NUM_SHRINES=10

# starting mana in multiplayer
MANA_START_NUM=40
MANA_START_AMOUNT=20


# thing definition image for skirmish
SkirmishThingsTexture=s_snow.png

# thing definition image for skirmish
MultiplayerThingsTexture=m_snow.png

# The main world texture (if you wish the terrain manager to create a material for you)
WorldTexture=t_snow.jpg

# The detail texture (if you wish the terrain manager to create a material for you)
DetailTexture=terrain_detail.jpg

#number of times the detail texture will tile in a terrain tile
DetailTile=3

# Heightmap source
PageSource=Heightmap

# Heightmap-source specific settings
Heightmap.image=h_crescent.png

# If you use RAW, fill in the below too
# RAW-specific setting - size (horizontal/vertical)
#Heightmap.raw.size=513
# RAW-specific setting - bytes per pixel (1 = 8bit, 2=16bit)
#Heightmap.raw.bpp=2
# Use this if you want to flip the terrain (eg Terragen exports raw upside down)
#Heightmap.flip=true

# How large is a page of tiles (in vertices)? Must be (2^n)+1
PageSize=513

# How large is each tile? Must be (2^n)+1 and be smaller than PageSize
TileSize=65

# The maximum error allowed when determining which LOD to use
MaxPixelError=10

# The size of a terrain page, in world units
PageWorldX=1026
PageWorldZ=1026
# Maximum height of the terrain 
MaxHeight=256

# Upper LOD limit
MaxMipMapLevel=5

#VertexNormals=yes
#VertexColors=yes
#UseTriStrips=yes

# Use vertex program to morph LODs, if available
VertexProgramMorph=yes

# The proportional distance range at which the LOD morph starts to take effect
# This is as a proportion of the distance between the current LODs effective range,
# and the effective range of the next lower LOD
LODMorphStart=0.2

# This following section is for if you want to provide your own terrain shading routine
# Note that since you define your textures within the material this makes the 
# WorldTexture and DetailTexture settings redundant

# The name of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE HIGH-LEVEL VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamName=morphFactor

# The index of the vertex program parameter you wish to bind the morph LOD factor to
# this is 0 when there is no adjustment (highest) to 1 when the morph takes it completely
# to the same position as the next lower LOD
# USE THIS IF YOU USE ASSEMBLER VERTEX PROGRAMS WITH LOD MORPHING
#MorphLODFactorParamIndex=4

# The name of the material you will define to shade the terrain
#CustomMaterialName=TestTerrainMaterial


