// Folder where auxillary level data is stored: lightmaps, vertex lights, octree skeleton.
// Multiple scenarios can share the same auxillaries if they use the same set of terrain meshes.
AuxillaryFolder = data/terrain/Fieldball/Trenches

// Terrain Meshes used to load this level.
NumTerrainMeshes = 2
TerrainMesh0 = data/terrain/Fieldball/Trenches/terrain_extras.mesh
TerrainMesh1 = data/terrain/Fieldball/Trenches/sounds.mesh


// Skymesh to load for the background.
SkyMesh = data/terrain/Fieldball/Trenches/sky.mesh

// Flags and options.
ForceHardAlpha = false
DisableMeshFaceAlphaSort = false
EnableTerrainCollisionAndPhysics=true
UseOctreeSkeleton = false
LoadTerrainXRefs = true
renderskydomefirst = false

Shadowsettings = {
	shadowintensity=.5
}

ObjectFadeFactor = 0.2


// Proceedural terrain and Foliage files
ProceduralTerrain=data/HEIGHT_MAPS/Trenches.tga
ProceduralGroundCache=data/terrain/Fieldball/Trenches/terrain.map
ProceduralGroundMap=data/terrain/Level01/ground.tga
KeepGroundCacheCurrent=true
ProceduralGroundInfo=data/terrain/ground.ini
//ProceduralFoliageIni=data/terrain/foliage.ini
//ProceduralFoliageMap=data/terrain/Level01/foliage.mob

PatchNumSections = 108
PatchNumHDSections = 0
PatchMaxFacesPerSection = 512//1152
PatchMaxVertsPerSection = 289//625
PatchTextureSize = 256
PatchHDTextureSize = 256

PatchLightmapTextureSize = 256
PatchNumLightmapTexturesX = 2
PatchNumLightmapTexturesY = 2



PatchDimensions = 264,204,0
PatchSize = 66,51
PatchOrigin = 0, 0, 0

// ground detail mapping
GroundDetail = data/terrain/grounddetail.ini

// Camera Settings
SwoopCam = {
	ZoomOutDist = 300
	ZoomInDist = 5
	ZoomOutFOV = 1.0
	ZoomInFOV = 1.0
	ZoomPower = 1.0
	MaxRotate = 10000.0
	ZoomOutPitchAngle = -1.2
	ZoomInPitchAngle = 0
	PitchPower = 1.6
	ZoomInPitchOffset = 0.35f
	ZoomOutPitchOffset = 0.0f
	FocalPlaneHeightOffset = 0.8f
	NearClipPlane = 0.5f	
	
	FarFog = {
		constantFog = false
		zeroVisibilityDistance = 100000.0f // zero vis very far for no fog effects.
		zeroVisibilityDistanceLayer = 100000.0f // zero vis very far for no fog effects.
		farClipPlane = 2000.0f // far clip plane just big enough to see everything.
		fogStartElevation = 20
		fogEndElevation = 70
		offsetCoefficient = 0.0f
		insideFogColor = 255,255,255
		outsideFogColor = 255,255,255
	}
}

// Loadscreen UI .bin file location
LoadScreenUI = data/UI/shell/loadprogress/progress.bin


weather = {
	ForecastTime = 0.00000000
	TransitionTime = 0.00000000
	WindOrientation = (-0.620379,0.778804,-0.092708), (-0.784301,-0.615857,0.074780), (0.001144,0.119102,0.992882), (296.64,-387.10,15.07)
	DirectionVolatility = 0.00000000
	WindType = Idle
	PrecipType = none//Rain.psys
	PrecipStrength = 1.00000000
	Temperature = 35.00000000
	AlternateSkyMeshID = File Not Found!
	AlternateSkyStrength = 0
	AffectFog = false
	FogColor = -1
	FogDistance = 1600
	FogOffsetCoefficient = 0 // .3
	UseLayeredFog = false
	LayerBottom = 0
	LayerTop = 50
	LayerDistance = 160
}