Quote:
Originally Posted by Pintea
That texture represents the tree distribution over an area of 5km x 5km (one pixel for each 4 meters). It is tiled everywhere, so the texture should be tileable, otherwise it will look bad.
Black = no trees
Grey to White = probability of trees, the whiter the more probable a tree will be there.
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Thank you very mutch Pintea!
Since we are at it, I've always wandered how TerrainTypes.raw is related with the ID's found in Terrain.cfg. Any idea?