All pastes #26955 Raw Edit

Someone

public xml v1 · immutable
#26955 ·published 2005-10-28 18:41 UTC
rendered paste body
	<?xml version="1.0" encoding="utf-8" ?> 	<world>	<plugins>	<plugin name="thingFact">crystalspace.mesh.loader.factory.thing</plugin>	<plugin name="thing">crystalspace.mesh.loader.thing</plugin>	<plugin name="genmeshFactory">crystalspace.mesh.loader.factory.genmesh</plugin>	<plugin name="genmesh">crystalspace.mesh.loader.genmesh</plugin>	<plugin name="terrainFact">crystalspace.mesh.loader.factory.terrain</plugin>	<plugin name="terrain">crystalspace.mesh.loader.terrain</plugin>	<plugin name="ballFact">crystalspace.mesh.loader.factory.ball</plugin>	<plugin name="ball">crystalspace.mesh.loader.ball</plugin>	</plugins>		<textures>	<texture name="andrew_marble4.jpg">	<file>/lib/stdtex/andrew_marble4.jpg</file>	</texture>	<texture name="blobbyDOT3.png">	<file>/lib/stdtex/blobbyDOT3.png</file>	<class>normalmap</class>	</texture>	<texture name="stone4.gif">	<file>/lib/std/stone4.gif</file>	</texture>	<texture name="stone2DOT3.png">	<file>/lib/stdtex/stone2DOT3.png</file>	<class>normalmap</class>	</texture>	<texture name="grass.png">	<file>/lev/terrain/grass.png</file>	</texture>	<texture name="grassDOT3.png">	<file>/lev/terrain/grassDOT3.png</file>	<class>normalmap</class>	</texture>	<texture name="basemap">	<file>/lev/terrain/materialmap_base.png</file>	</texture>	<texture name="base_normalmap">	<file>/lev/terrain/normalmap.png</file>	<class>normalmap</class>	</texture>	</textures>		<shaders>	<shader><file>/shader/sky_scattering.xml</file></shader>	<shader><file>/shader/splatting_base.xml</file></shader>	<shader><file>/shader/splatting_scattering_base.xml</file></shader>	<shader><file>/shader/splatting_bump.xml</file></shader>	<shader><file>/shader/splatting_scattering.xml</file></shader>	</shaders>		<materials>	<material name="ScatterSky">	<color red="0" green="0" blue="0" /> 	<shader type="terrain_base">sky_scattering</shader>	</material>	<material name="Base">	<texture>basemap</texture>	<shadervar name="tex normal" type="texture">base_normalmap</shadervar>	<!-- <shader type="ambient">splatting_scattering_base</shader> -->	<shader type="terrain_base">splatting_scattering_base</shader>	</material>	<material name="Marble">	<texture>andrew_marble4.jpg</texture>	<shadervar name="tex normal" type="texture">blobbyDOT3.png</shadervar>	<shadervar name="texture scale" type="vector2">16,16</shadervar>	<!-- <shader type="diffuse">splatting_bump</shader> -->	<shader type="terrain_splat">splatting_scattering</shader>	</material>	<material name="Stone">	<texture>stone4.gif</texture>	<shadervar name="tex normal" type="texture">stone2DOT3.png</shadervar>	<shadervar name="texture scale" type="vector2">64,64</shadervar>	<!-- <shader type="diffuse">splatting_bump</shader> -->	<shader type="terrain_splat">splatting_scattering</shader>	</material>	<material name="Grass">	<texture>grass.png</texture>	<shadervar name="tex normal" type="texture">grassDOT3.png</shadervar>	<shadervar name="texture scale" type="vector2">16,16</shadervar>	<!-- <shader type="diffuse">splatting_bump</shader> -->	<shader type="terrain_splat">splatting_scattering</shader>	</material>	</materials>			<addon>		<plugin>crystalspace.renderloop.loop.loader</plugin>		<!-- @@@ NOTE a custom RL is needed to ensure that the base & splat		-- meshes are only drawn once -->		<params>			<name>rloop_terrain</name>			<steps>				<step plugin="crystalspace.renderloop.step.generic">					<shadertype>terrain_base</shadertype>					<zoffset>yes</zoffset>					<portaltraversal />					<zuse />				</step>				<step plugin="crystalspace.renderloop.step.lightiter">					<steps>					<!-- diffuse lighting -->						<step plugin="crystalspace.renderloop.step.generic">							<shadertype>terrain_splat</shadertype>							<zoffset>no</zoffset>							<ztest />						</step>					</steps>				</step>			</steps>			</params>	</addon>		<settings>	<clearzbuf>yes</clearzbuf>	<lightmapcellsize>16</lightmapcellsize>	<renderloop>rloop_terrain</renderloop>	</settings>		<start>	<sector>room</sector>	<position x="0" y="30" z="0" />	<forward x="0" y="0" z="1" />	<up x="0" y="1" z="0" />	</start>		<meshfact name="skydome">	<plugin>ballFact</plugin>	<params />	</meshfact>		<addon>	<plugin>crystalspace.terraformer.simple.loader</plugin>	<params>	<name>simple</name>	<!--heightmap>/lev/terrain/heightmap_257x257.png</heightmap-->	<heightmap>/lev/terrain/heightmap.png</heightmap>	<!--<heightmap image="/lev/terrain/heightmap_2049x2049.png"/>-->	<scale x="256" y="30" z="256" />	</params>	</addon>		<meshfact name="TerrainFact">	<plugin>terrainFact</plugin>	<params>	<plugin>crystalspace.mesh.object.terrain.bruteblock</plugin>	<terraformer>simple</terraformer>	<sampleregion>		<min x="-256" y="-256" />		<max x="256" y="256" />	</sampleregion>	</params>	</meshfact>		<sector name="room">	<light name="sun">	<center x="500000" y="866030" z="0" />	<radius>0</radius>	<color red="0.85903" green="0.80995" blue="0.70420" />	<influenceradius>10000000</influenceradius>	<attenuation>realistic</attenuation>	</light>		<meshobj name="sky">	<plugin>ball</plugin>	<params>		<factory>skydome</factory>		<radius x="500000" y="500000" z="500000" />		<numrim>8</numrim>		<reversed>yes</reversed>		<material>ScatterSky</material>		<color red="0" green="0" blue="0" />	</params>	<zfill />	<priority>sky</priority>	<camera />	<polymesh> <colldet/> </polymesh>	</meshobj>		<meshobj name="Terrain">	<plugin>terrain</plugin>	<params>		<factory>TerrainFact</factory>		<material>Base</material>		<materialpalette>		<material>Grass</material>		<material>Marble</material>		<material>Stone</material>		</materialpalette>		<lodvalue name="splatting distance">200</lodvalue>	<lodvalue name="block resolution">16</lodvalue>	<lodvalue name="block split distance">8</lodvalue>	<lodvalue name="minimum block size">32</lodvalue>		<materialmap image="/lev/terrain/materialmap.png" />	</params>	<move> 		<v x="0" y="0" z="0" /> 	</move>	</meshobj>		</sector>	<sequences>		<sequence name="moveLight">		<movelight light="sun" duration="5000"		x="5000000" y="0" z="-6000000" />		<delay time="5000" />		<movelight light="sun" duration="5000"		x="-5000000" y="0" z="6000000" />		<delay time="5000" />		<enable trigger="moveLight" />		</sequence>	</sequences>	<triggers>		<trigger name="moveLight">		<sectorvis sector="room" />		<fire delay="0" sequence="moveLight" />		</trigger>	</triggers>	</world>