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;

;
descr_water_types.txt
;
--------------------;
;
Defines the water surface and depth effects for the sea and rivers. The
records are
;
organised by:
;
;
water_type
- <sea, river>
;
climate_type
- as listed in descr_landscape_ground_types.txt
;
season_type
- <summer, winter>
;
;
The game will request the appropriate record based upon the settings of
the current battle.
;
A fully described record is shown in "sea default", with each of the rec
ord entries commented
;
regarding their use and acceptable input bounds.
;
;
The records also support inheritance by defining a "parent" record. This
is illustrated in
;
the "sea test_climate summer" record, which has "sea default" as a paren
t. Any entries in the
;
record not specified in "sea test_climate summer" will take their values
from "sea default".
;
Subsequently, unnecessary repetition may be avoided by linking to a pare
nt and specifying
;
only the relevent changes. This is done in "sea test_climate summer" whi
ch substitutes the
;
textures for surface layers 0 and 1.
;
;*******************************************************************************
*******************
;*
DEFAULT
*
;*******************************************************************************
*******************
sea default
{
surface
{
layer 0
; maximum of 4 layers (0 to 3)
{
type
; <diffuse, specular>
texture
rain/battlefield/water/diffuse_01_128.tga
opacity
; <0.0 to 1.0>
scale
; <metres>
offset
; <metres>
rotation
; <degrees>
scroll_speed
; <metres / second>
scroll_direction

diffuse
RomeMedievalMod/data/ter
0.7
100.0
0.0
0.0
1.5
0.0

100.0
0.0

; <degrees>
}
layer 1
; maximum of 4 layers (0 to 3)
{
type
; <diffuse, specular>
texture
rain/battlefield/water/diffuse_01_128.tga
opacity
; <0.0 to 1.0>
scale
; <metres>
offset
; <metres>
rotation
; <degrees>
scroll_speed
; <metres / second>
scroll_direction
; <degrees>
}
layer 2
; maximum of 4 layers (0 to 3)
{
type
; <diffuse, specular>
texture
rain/battlefield/water/specular_01.tga
opacity
; <0.0 to 1.0>
min_sharpness
; specular sharpness at noon
max_sharpness
; specular sharpness at dawn/dusk
scale
; <metres>
offset
; <metres>
rotation
; <degrees>
scroll_speed
; <metres / second>
scroll_direction
; <degrees>
}
layer 3
; maximum of 4 layers (0 to 3)
{
type
; <diffuse, specular>
texture
rain/battlefield/water/specular_02_128.tga
opacity
; <0.0 to 1.0>

diffuse
RomeMedievalMod/data/ter
0.4
25.0

25.0

0.0

0.0

-10.0
0.97
-3.0

specular
RomeMedievalMod/data/ter
1.0
7.0
25.0
25.0
0.0

25.0
0.0

0.0
0.97
0.0

specular
RomeMedievalMod/data/ter
1.0

min_sharpness
; specular sharpness at noon
max_sharpness
; specular sharpness at dawn/dusk
scale
; <metres>
offset
; <metres>
rotation
; <degrees>
scroll_speed
; <metres / second>
scroll_direction
; <degrees>
}

7.0
17.0
30.0
0.0

30.0
0.0

2.0
1.2
-90

colour

160 160 190

; <r g b>
colour_factor
; rate to fade to colour with depth
min_alpha
; alpha at shoreline
max_alpha
; alpha at max water depth
max_depth
; maximum visible water depth
max_refraction
; **** depricated *****
}

2.0
0.0
1.0
10.0
0.15

shore
{
min_dist
; start of shore fade out
max_dist
; end of shore fade out
normal_factor
; refraction power

130.0
380.0
0.04

;
BREADTH
;
=======
;
;
wide
medium
narrow
verry_narrow
;
+--------------------------------------------------+
;
long
|
X
X
.
.
|
;
LENGTH medium
|
X
X
X
.
|
;
====== short
|
.
X
X
X
|
;
very_short
|
.
.
X
X
|
;
+--------------------------------------------------;
;
NOTE: options marked with 'X' are present and valid.

; ************************************** long length ***********


***************************************
segment long, wide
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
80
; <metres>
breadth
80
; <metres>
max_bend

25

max_slope

25

shore_ratio

0.20

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_256_128.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

30.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.75,

255

keyframe

0.9,

255

keyframe

1.3,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
segment long, medium
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
80
; <metres>
breadth
40
; <metres>

max_bend

25

max_slope

30

shore_ratio

0.25

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_256_128.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

20.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.95,

255

keyframe

1.2,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
; ************************************* medium length **********
****************************************
segment medium, wide
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
40
; <metres>
breadth
80
; <metres>
max_bend

35

max_slope

25

shore_ratio

0.20

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_256_128.tga

RomeMedievalMod/data/ter

;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

...
...

lapping
{
num_layers

cycle_time

30.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.75,

255

keyframe

0.9,

255

keyframe

1.3,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
segment medium, medium
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
40
; <metres>
breadth
40
; <metres>
max_bend

35

max_slope

30

shore_ratio

0.25

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_256_128.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

20.0

max_delay

0.0

;
; <seconds>
; <seconds>

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.95,

255

keyframe

1.2,

; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
segment medium, narrow
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
40
; <metres>
breadth
20
; <metres>
max_bend

35

max_slope

35

shore_ratio

0.15

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_128_64.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

10.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.9,

255

keyframe

1.2,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
; ************************************** short length **********
****************************************

segment short, medium


; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
20
; <metres>
breadth
40
; <metres>
max_bend

45

max_slope

30

shore_ratio

0.25

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_256_128.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

20.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.95,

255

keyframe

1.2,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
segment short, narrow
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
20
; <metres>
breadth
20
; <metres>
max_bend

45

max_slope

35

shore_ratio

0.15

; <degrees>
; <degrees>
; <0.0 to 1.0>

wave_ratio

0.5

; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_128_64.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

10.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.9,

255

keyframe

1.2,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
segment short, very_narrow
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
20
; <metres>
breadth
10
; <metres>
max_bend

45

max_slope

40

shore_ratio

0.05

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_128_64.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

7.0

; <seconds>
max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.8,

255

keyframe

1.0,

; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
; ************************************** very_short length *****
****************************************
segment very_short, narrow
; <long, medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
10
; <metres>
breadth
20
; <metres>
max_bend

135

max_slope

35

shore_ratio

0.15

wave_ratio

0.5

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_128_64.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

10.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.9,

255

keyframe

1.2,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>

}
}
segment very_short, very_narrow
medium, short, very_short>, <wide, medium, narrow, very_narrow>
{
length
10
; <metres>
breadth
10
; <metres>
max_bend

170

max_slope

40

shore_ratio

0.05

wave_ratio

0.5

; <long,

; <degrees>
; <degrees>
; <0.0 to 1.0>
; <0.0 to 1.0>
texture
rain/battlefield/water/waves/waves_128_64.tga
;texture
; <filename> - additional variant
;texture
; <filename> - additional variant

RomeMedievalMod/data/ter
...
...

lapping
{
num_layers

cycle_time

7.0

max_delay

0.0

keyframe

0.0,

keyframe

0.5,

200

keyframe

0.8,

255

keyframe

1.0,

;
; <seconds>
; <seconds>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
; <progress>, <alpha>
}
}
}
}
;------------------------------------------------------------------------------------------------river default
{
surface
{
layer 0
{

type
texture
rain/battlefield/water/river/river02.tga
opacity
scale
offset
rotation
scroll_speed
scroll_direction

diffuse
RomeMedievalMod/data/ter
0.7
2.0
0.0
0.0

2.0
0.0

0.25
180.0

}
layer 1
{
type
texture
rain/battlefield/water/river/river02.tga
opacity
scale
offset
rotation
scroll_speed
scroll_direction
}

diffuse
RomeMedievalMod/data/ter
0.4
0.5
0.0
-10.0

0.5
0.0

0.194
177.0

layer 2
{
type
texture
rain/battlefield/water/specular_01.tga
opacity
min_sharpness
max_sharpness
scale
offset
rotation
scroll_speed
scroll_direction
}

specular
RomeMedievalMod/data/ter
1.0
7.0
25.0
0.5
0.0
0.0

0.5
0.0

0.194
180.0

layer 3
{
type
texture
rain/battlefield/water/specular_02_128.tga
opacity
min_sharpness
max_sharpness
scale
offset
rotation
scroll_speed
scroll_direction
}
colour
colour_factor
min_alpha
max_alpha

specular
RomeMedievalMod/data/ter
1.0
7.0
17.0
0.6
0.0
2.0
0.21
-174.0
64 69 82

1.0
0.0
1.0

0.6
0.0

max_depth
max_refraction

4.0
0.15

}
shore
{
min_dist
max_dist
normal_factor

50.0
250.0
0.1

}
}
;*******************************************************************************
*******************
;*
TEST_CLIMATE
*
;*******************************************************************************
*******************
sea test_climate summer
{
parent sea default
surface
{
layer 0
{
texture
rain/battlefield/water/river/river02.tga
}

RomeMedievalMod/data/ter

layer 1
{
texture
rain/battlefield/water/river/river02.tga
}
}
}

RomeMedievalMod/data/ter

sea test_climate winter


{
parent sea default
}
river test_climate summer
{
parent river default
}
river test_climate winter
{
parent river default
}
;*******************************************************************************
*******************
;*
SANDY_DESERT
*
;*******************************************************************************
*******************

sea sandy_desert summer


{
parent sea default
}
sea sandy_desert winter
{
parent sea default
}
river sandy_desert summer
{
parent river default
}
river sandy_desert winter
{
parent river default
}
;*******************************************************************************
*******************
;*
ROCKY_DESERT
*
;*******************************************************************************
*******************
sea rocky_desert summer
{
parent sea default
}
sea rocky_desert winter
{
parent sea default
}
river rocky_desert summer
{
parent river default
}
river rocky_desert winter
{
parent river default
}
;*******************************************************************************
*******************
;*
MEDITERRANEAN
*
;*******************************************************************************
*******************
;sea mediterranean summer
;{
;
parent sea default
;}

;sea mediterranean winter


;{
;
parent sea default
;}
;river mediterranean summer
;{
;
parent river default
;}
;river mediterranean winter
;{
;
parent river default
;}
;*******************************************************************************
*******************
;*
TEMPERATE_GRASSLAND_FERTILE
*
;*******************************************************************************
*******************
sea temperate_grassland_fertile summer
{
parent sea default
}
sea temperate_grassland_fertile winter
{
parent sea default
}
river temperate_grassland_fertile summer
{
parent river default
}
river temperate_grassland_fertile winter
{
parent river default
}
;*******************************************************************************
*******************
;*
TEMPERATE_GRASSLAND_INFERTILE
*
;*******************************************************************************
*******************
sea temperate_grassland_infertile summer
{
parent sea default
}
sea temperate_grassland_infertile winter
{
parent sea default
}
river temperate_grassland_infertile summer

{
parent river default
}
river temperate_grassland_infertile winter
{
parent river default
}
;*******************************************************************************
*******************
;*
TEMPERATE_FOREST_OPEN
*
;*******************************************************************************
*******************
sea temperate_forest_open summer
{
parent sea default
}
sea temperate_forest_open winter
{
parent sea default
}
river temperate_forest_open summer
{
parent river default
}
river temperate_forest_open winter
{
parent river default
}
;*******************************************************************************
*******************
;*
TEMPERATE_FOREST_DEEP
*
;*******************************************************************************
*******************
sea temperate_forest_deep summer
{
parent sea default
}
sea temperate_forest_deep winter
{
parent sea default
}
river temperate_forest_deep summer
{
parent river default
}
river temperate_forest_deep winter
{

parent river default


}
;*******************************************************************************
*******************
;*
SWAMP
*
;*******************************************************************************
*******************
sea swamp summer
{
parent sea default
}
sea swamp winter
{
parent sea default
}
river swamp summer
{
parent river default
}
river swamp winter
{
parent river default
}
;*******************************************************************************
*******************
;*
HIGHLAND
*
;*******************************************************************************
*******************
sea highland summer
{
parent sea default
}
sea highland winter
{
parent sea default
}
river highland summer
{
parent river default
}
river highland winter
{
parent river default
}
;*******************************************************************************
*******************
;*
ALPINE

*
;*******************************************************************************
*******************
sea alpine summer
{
parent sea default
}
sea alpine winter
{
parent sea default
}
river alpine summer
{
parent river default
}
river alpine winter
{
parent river default
}
;*******************************************************************************
*******************
;*
SUB_ARTIC
*
;*******************************************************************************
*******************
sea sub_arctic summer
{
parent sea default
}
sea sub_arctic winter
{
parent sea default
}
river sub_arctic summer
{
parent river default
}
river sub_arctic winter
{
parent river default
}
;*******************************************************************************
*******************
;*
VOLCANIC
*
;*******************************************************************************
*******************
;sea volcanic summer
;{

;
;}

parent sea default

;sea volcanic winter


;{
;
parent sea default
;}
;river volcanic summer
;{
;
parent river default
;}
;river volcanic winter
;{
;
parent river default
;}
;*******************************************************************************
*******************
;*
SEMI_ARID
*
;*******************************************************************************
*******************
sea semi_arid summer
{
parent sea default
}
sea semi_arid winter
{
parent sea default
}
river semi_arid summer
{
parent river default
}
river semi_arid winter
{
parent river default
}

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