Gargamel Posted August 28 Share Posted August 28 As stated above posts deemed off topic and or discussing paid mods have been removed. Quote Link to comment Share on other sites More sharing options...
Viper_214 Posted August 28 Share Posted August 28 On 8/27/2024 at 8:20 AM, OrbitalManeuvers said: Based on the fact that you have both KopernicusExpansion and OPM ... I'm gonna guess that somehow the Kopernicus folder got deleted or something? Anyway, you're missing Kopernicus, and you don't have Parallax at all ... ? [WRN 17:02:25.992] AssemblyLoader: Assembly 'KopernicusExpansion.EVAFootprints' has not met dependency 'Kopernicus' V1.0.0 Thank you very much Quote Link to comment Share on other sites More sharing options...
dave1904 Posted August 28 Share Posted August 28 Personally I like to set the density multiplier on the mun to 0.1 but its to low for kerbin. What would the simplest config be to simply lower it for the mun? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted August 28 Author Share Posted August 28 2 hours ago, dave1904 said: Personally I like to set the density multiplier on the mun to 0.1 but its to low for kerbin. What would the simplest config be to simply lower it for the mun? In Parallax_StockScatterTextures/Configs/Mun.cfg, set 'spawnChance' to 0.1 for each Scatter Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 29 Share Posted August 29 Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...) Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 30 Share Posted August 30 19 hours ago, AccidentalDisassembly said: Any pointers on compiling the source? I think I've tracked down all the .dll references, but do I also need an "Animated Vegetation Ultimate Pack" in order to get things to compile? (Spoiler: although familiar with Python, I don't know what I'm doing with C# or the whole compilation process in general, really...) He's working on guidelines at my request already. I'm sure when he's ready, he'll publish something. It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version. Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 30 Share Posted August 30 3 hours ago, Brigadier said: He's working on guidelines at my request already. I'm sure when he's ready, he'll publish something. It will involve downloading/using a compiler, the mod's source code from GitHub, and a specific Unity version. Sounds good! With a little luck, maybe I got close on my attempt at wrangling Visual Studio and the Unity editor... More realistically? I'll be very glad for the guidelines so I can start over from scratch. Quote Link to comment Share on other sites More sharing options...
Wilhelm von Hermann Posted August 31 Share Posted August 31 On 8/24/2024 at 4:35 PM, Gameslinx said: Parallax Continued - Preview and Changelog Happy Saturday! Parallax Continued is now available via Patreon preview (or you can compile the source code on my Github). Due to forum posting rules I don't believe I can link directly from this post, but it's the same rodeo as the Volumetric Clouds mod. The link you're looking for is in the OP. Until there's a public, full release, there can't be a dedicated forum post dedicated to Parallax Continued. For any posts relating to it please do specify which version of the mod you are using so I can best support you. I have some features to add over the next few months such as terrain ambient occlusion, particle system scatter support and adding more varied terrain surface objects to the planets. I'm also working on documentation here: https://github.com/Gameslinx/Parallax-Continued/wiki Obligatory Requirements: 1. The source code is here: https://github.com/Gameslinx/Parallax-Continued/tree/master Public release will be in the order of months, and should hopefully not reach anywhere near a year. The changelog is a long one and hopefully worth the read! Parallax Continued Changelog - Release 1.0 Please note - existing planet packs that do not specify they support Parallax Continued will not work yet! Overview - The mod has been rewritten from the ground up, almost every line of code is new - expect massively improved quality, performance and reliability - Long time users of the mod will be very pleased to see the fixes section Features / Improvements GUI / Accessibility / Quality of Life - Added new GUI button in the space center and flight that lets you customise the mod's settings in-game - Added a new GUI keybind (Ctrl + P) which opens the terrain shader and scatter editor - Added a new setting "Show Collideable Scatters" in the settings GUI which highlights which scatters your craft can collide with - I am looking into a version of this that shows Breaking Ground surface objects - Added a new setting "Use Advanced Blending" which toggles the new terrain texture blending quality setting - Added a new setting "Light Shadows" which toggles vessel light shadow casting - Added a new setting "Light Shadows Quality" - Added a new setting "Fade Out Start Range" which controls the despawn start radius for scatters - Added a new setting "Collision Level" which controls how small an object can be to be considered collideable, allowing you to set the difficulty accordingly - Added various debug options to both the GUI and global config Terrain - General - All planets: Improved the terrain displacement to reduce visually floating/sinking objects - Kerbin: New terrain textures - Mun: New terrain textures - Eve: New terrain textures - Bop: New terrain and scaled space textures - Terrain will now cast shadows from all light sources, unless this option is disabled Terrain - Shader - Textures are now blended using displacement rather than just using a fade - Shader tessellation and displacement quality hugely increased - Shader reflection probe environment lighting now supported in forward rendering - Displacement can now affect all texture levels - Displacement range can now be set to any value - Improved specular/gloss calculation in forward rendering - Improved tessellation range falloff and edge length calculation - Improved displacement falloff calculation Scatters - General - Scatters now show in the KSC - Reworked the wind system - All scatters are now persistent, including small scale scatters such as foliage or small rocks - Scatter LOD processing and frustum culling now updates every frame - Scatter default render distance increased - Improved scatter render distance radius - it is no longer a hard cutoff - Render distance is now computed from the camera position rather than the craft position - Improved scatter altitude based density falloff - Scatter densities now properly account for the quad density distribution differences caused as a result of the cube-sphere transformation - Improved the appearance of the cutoff between biomes - All planets: Changed the random distribution of all scatters - Kerbin: Grass now takes on the terrain colour beneath rather than being a constant colour - Kerbin: Improved grass cutoff at the edge of the render distance - Kerbin: Updated oak tree scatter models and textures - Kerbin: Updated daisy scatter models and textures - Kerbin: Updated grass and tall grass LOD2 (furthest LOD) model and textures - Kerbin: Updated iceberg textures - Eve: Added rocks and slabs to the surface - Minmus: Replaced highland ice scatters with metallic minerals - Gilly: Significantly reduced the number of rocks - Ike: Improved the lighting dynamics for the crystal scatters - Laythe: Adjusted the grass colour to better match the terrain it appears on - Laythe: Improved the mushroom tree LOD2 (furthest LOD) texture - Vall: Updated ice slab scatter models and textures - Vall: Updated ice crystal scatter models and textures - Bop: Updated rock scatter models and textures - Eeloo: Updated ice slab scatter models and textures Scatters - Collisions - Added new Collision Level setting which allows you to control which scatters are collideable - Trees are now collideable by default. Have fun! - Colliders are significantly more reliable - Colliders are now persistent Scatters - Shaders - Added subsurface scattering - Added refraction - Added ability for scatters to be coloured by the terrain - Added more random distribution noise types - Improved scatter lighting in vessel lights - Improved the lighting of the bubble shader - Improved the distortion of the bubble shader - Unified lighting calculations across different scatter types Performance Terrain Shader / System - Massively optimized terrain tessellation performance - Massively optimized the performance of additional lights in Forward and Deferred rendering - Parallax terrain subdivision is now multithreaded using Burst Jobs, and is non-blocking - Optimized terrain pixel shader texture bandwidth - Quad build times as a result of Parallax are hugely reduced Scatter System - Collider processing is now multithreaded using Burst Jobs, and is non-blocking - Removed the reliance on PQSMods for determining scatter biomes - this is done on the GPU now - Removed the reliance on PQSMods for generating scatter distribution noise - this is done on the GPU now - Optimized scatter generation times - Optimized scatter compute shaders - Stutters related to the scatter system are now largely (if not completely) gone - Massively reduced the VRAM usage of the scatter system - Massively reduced the RAM usage of the scatter system - Only one compute shader is needed per scatter, instead of one per quad per scatter - Fixed common and large stutters when generating colliders Bug Fixes Terrain System - Fixed texture seams that would appear on a planet as a result of applying the terrain textures before quad normals updated - Fixed terrain texture "flicker" that would happen when the camera passes a certain altitude - Fixed a calculation the tessellation shader stage that resulted in tessellation cutting off abruptly Scatter System - hoo boy - Fixed interaction with Waterfall where both mods use the background texture, causing a conflict - Parallax now uses refraction approximation and no longer samples the background texture - Refractive scatters now render in Deferred as they are no longer technically transparent - Fixed scatters becoming disconnected from the ground - this will never happen now - Fixed scatter textures not loading - Fixed scatters displaying the wrong textures - Fixed scatters appearing too dark - Fixed scatter lighting when lit up by vessel lights - Fixed scatters flickering when the craft is destroyed (or otherwise) - Fixed scatter frustum culling stopping when the game is paused, HUD is hidden, and camera is rotated - Fixed occasional holes in shadows - Fixed shadow acne/banding effect in scatter shadows - Fixed billboarding shader lighting - Fixed occasional random intense blooming effect on scatters with high specular/gloss values - Fixed scatter specular/gloss calculation - Fixed scatter shader normal mapping for world space texture coordinates - Fixed colliders not closely matching the visual geometry - Fixed colliders disappearing on scene reload - Fixed being able to fall through colliders at random points (mainly on icebergs) - Fixed incorrect craft bound calculation causing colliders to despawn too soon while they were in range - Fixed incorrect scatter bound calculation causing collider ranges to be computed from the largest scatter bound, which reduced performance - Fixed colliders not respecting the world origin shift and becoming disconnected from the visual geometry when moving around - Fixed scatter system breaking seemingly randomly when flying around - Fixed scatter system breaking when teleporting to another body - Fixed a calculation in the distribution code that caused too many objects to be generated, and would generate at a fixed position with random rotation, causing lag when in the view frustum I hope you enjoy! Wow! Finally i can update my modpack (only problem is that there's no configs for ksrss or kcalbeloh), and i think having open-source and available via patreon is a bit unfair. But i think i can subcribe to patreon to support you, meanwhile other can just compile source. Quote Link to comment Share on other sites More sharing options...
jebycheek Posted August 31 Share Posted August 31 (edited) An issue:turns on any kinds of light will illuminate the entire planet, tested on pol. clip:https://drive.google.com/file/d/1v9mt4bXnmLonDHVdHQMUGPYpGOH8pnH5/view?usp=sharing Edited August 31 by jebycheek Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted August 31 Share Posted August 31 9 hours ago, Wilhelm von Hermann said: (only problem is that there's no configs for ksrss or kcalbeloh) if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info. Quote Link to comment Share on other sites More sharing options...
Update Guy Posted August 31 Share Posted August 31 So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones? Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it. Quote Link to comment Share on other sites More sharing options...
arbsoup Posted August 31 Share Posted August 31 2 minutes ago, Update Guy said: So, I'm finally getting ready to come back to KSP and looking at starting fresh with a new save and mods. I've seen videos showcasing Parallax but I want to ask is it compatible with all mods that add planets or just specific ones? Planet pack I had in mind was Alpharia which is a deep cut but I enjoy it. Planet packs need to add Parallax support themselves. It's mostly a matter of writing configs, and then creating new textures if they want anything specific from the appearance of scatters or terrain. Alpharia's Spacedock page suggests that it's at least partially compatible, but it hasn't been updated in years so I wouldn't be surprised if it didn't work. Parallax won't do anything to planets that don't have configs, so they'll just look like normal. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted August 31 Author Share Posted August 31 9 hours ago, Wilhelm von Hermann said: only problem is that there's no configs for ksrss or kcalbeloh I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon Quote Link to comment Share on other sites More sharing options...
Sky The Heck Posted August 31 Share Posted August 31 1 hour ago, Gameslinx said: I am slowly but surely working on configs for kcalbeloh. OPM configs are already up - I've written a config converter that does most of the heavy lifting so expect these soon I'm assuming that is either available on the github already or soon to be, right? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted August 31 Author Share Posted August 31 4 minutes ago, Sky The Heck said: I'm assuming that is either available on the github already or soon to be, right? Yep OPM configs are on the Parallax Continued github here: https://github.com/Gameslinx/Parallax-Continued/tree/master Quote Link to comment Share on other sites More sharing options...
Sky The Heck Posted August 31 Share Posted August 31 3 minutes ago, Gameslinx said: Yep OPM configs are on the Parallax Continued github here: https://github.com/Gameslinx/Parallax-Continued/tree/master Oh, my bad. I meant the Config Conversion tool. I've managed to get a build working on my end and was tempted to give patching Kcal's configs a shot. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted August 31 Author Share Posted August 31 2 minutes ago, Sky The Heck said: Oh, my bad. I meant the Config Conversion tool. I've managed to get a build working on my end and was tempted to give patching Kcal's configs a shot. The current github version will upgrade scatter configs only and isn't perfect when ModuleManager is involved. The version I have locally will convert scatter and terrain configs (which is almost everything you need) except for the PQSMods which must be done manually The repo will be updated when it's done Quote Link to comment Share on other sites More sharing options...
Wilhelm von Hermann Posted September 1 Share Posted September 1 10 hours ago, OrbitalManeuvers said: if you are using ksrss reborn, it comes with parallax configs. there's a step you must complete after installing parallax - i believe it's to delete the stock scatters, but you can refer to the ksrss thread for the specific info. i'm talking about parallax continued, linx contacted ballisticfox, and that's all i know Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 1 Share Posted September 1 The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help. Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing Spoiler Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 1 Author Share Posted September 1 2 minutes ago, Merlin1809 said: The sccatters on Minmus are really bugged for me with Parallax Continued. Only happens on Minmus and really destroys performance. Kerbin, Eve and Mun work fine and look amazing. Can't find whats wrong. Also tried the 2.5 rescale config and it didn't help. Log: https://drive.google.com/file/d/13P2RVKwqBpkTJvU31UNmtqibaS3Y7MJl/view?usp=sharing Hide contents That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them Sometimes planet mods will leave residue in that file and can cause that to happen If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 1 Share Posted September 1 (edited) 1 hour ago, Gameslinx said: That looks like there are far too many scatters on Minmus. Can you delete the Settings.cfg file in your KerbalSpaceProgram folder and relaunch the game? Note that you'll need to set all your settings up again, and restart the game a second time to apply them Sometimes planet mods will leave residue in that file and can cause that to happen If that doesn't work you'll have to wait for me to get home to take a proper look in 8 or so hours That made it much better, but some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little. Also: Is it normal that kelp in general has a very low render distance and pops in like only 10m around my camera? Spoiler Edited September 1 by Merlin1809 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 1 Author Share Posted September 1 9 hours ago, Merlin1809 said: some of the smaller scatters on Minmus are still flickering a bit when I zoom away from them. I also tested every planet of stock and OPM and this only happens on Minmus and one other opm moon (forgot the name) that seems to use the same scatters just in different color. Also noticed some z-fighting of the ice on Laythe and kelp clipping through that ice a little Thanks for the headsup, these are easily patchable on my end As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that? Quote Link to comment Share on other sites More sharing options...
Merlin1809 Posted September 1 Share Posted September 1 43 minutes ago, Gameslinx said: Thanks for the headsup, these are easily patchable on my end As for kerbin having a very low render distance, that is not normal at all. Can you share a video of that? Dunno if you misread "kelp in" as kerbin, but this is a kelp problem and also happens on laythe. Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable. Video on Kerbin: Spoiler Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 1 Author Share Posted September 1 1 minute ago, Merlin1809 said: "kelp in" as kerbin I did! Long day 1 minute ago, Merlin1809 said: Or rather a seagrass problem near the shore, it feels like it has an even lower render distance than some of the grass while being much much bigger and more noticable I'll increase the seagrass render distance in the next patch. It's supposed to be fairly low because Scatterer's oceans are very foggy, but that doesn't work so well near the shore. Thanks Quote Link to comment Share on other sites More sharing options...
Errol Posted September 2 Share Posted September 2 (edited) In the new Parallax Continued is it possible to disable just the trees around the KSC? I've moved my KSC to a different location, and now there are trees on my runway. I seem to remember having a similar problem with Parallax 2.0, but cannot remember how I fixed it and can't seem to find any settings I can adjust for this. EDIT: nvm, I seem to have fixed it by just adding ' name = KSC ' to the blacklist of each scatter entry with ' tree ' in it's name in the Kerbin.cfg file of Parallax_StockScatterTextures. Here is my patched version for anyone else interested: ParallaxScatters { Body { name = Kerbin configVersion = 2 filePath = Parallax_StockScatterTextures/Configs/Kerbin.cfg Scatter { name = KerbinGrass model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV collisionLevel = 0 Optimizations { frustumCullingStartRange = 16 frustumCullingScreenMargin = -5 maxObjects = 15000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 5000 octaves = 4 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/gradient.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbladenrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0400000028 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _SubsurfaceNormalInfluence = 0.300000012 _SubsurfacePower = 3 _SubsurfaceIntensity = 1 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.0399999991 _FresnelColor = 0.0700000003,0.0700000003,0.0700000003,1 _Color = 1.300, 1.400, 1.000, 1.000 _SubsurfaceColor = 0.400000006,0.5,0.200000003,1 _CullMode = 0 Keywords { name = TWO_SIDED name = SUBSURFACE_SCATTERING name = WIND } } Distribution { seed = 9 spawnChance = 1 range = 320 populationMultiplier = 550 minScale = 0.100000001,0.0700000003,0.100000001 maxScale = 0.119999997,0.100000001,0.119999997 scaleRandomness = 0.5 cutoffScale = 0.34 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300001949 minAltitude = 25 maxAltitude = 2500 altitudeFadeRange = 40 alignToTerrainNormal = True coloredByTerrain = True LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV2 range = 6.39999962 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/grassbillboard range = 80 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboard.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboardnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.025 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _SubsurfaceNormalInfluence = 0.300000012 _SubsurfacePower = 3 _SubsurfaceIntensity = 1 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.0399999991 _Cutoff = 0.600000024 _FresnelColor = 0.0700000003,0.0700000003,0.0700000003,1 _Color = 1.300, 1.400, 1.000, 1.000 _SubsurfaceColor = 0.400000006,0.5,0.200000003,1 _CullMode = 0 Keywords { name = TWO_SIDED name = SUBSURFACE_SCATTERING name = WIND name = ALPHA_CUTOFF } } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = KerbinGrassTall model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV collisionLevel = 0 Optimizations { frustumCullingStartRange = 10 frustumCullingScreenMargin = -5 maxObjects = 15000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 5000 octaves = 4 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/gradient.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbladenrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0300000012 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.0399999991 _SubsurfaceNormalInfluence = 0.300000012 _SubsurfacePower = 3 _SubsurfaceIntensity = 1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1.500, 1.500, 1.200, 1.000 _SubsurfaceColor = 0.400000006,0.5,0.200000003,1 _CullMode = 0 Keywords { name = WIND name = SUBSURFACE_SCATTERING name = TWO_SIDED } } Distribution { seed = 1.65900004 spawnChance = 1 range = 400 populationMultiplier = 340 minScale = 0.0399999991,0.100000001,0.0399999991 maxScale = 0.159999996,0.159999996,0.159999996 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300000787 minAltitude = 35 maxAltitude = 2500 altitudeFadeRange = 40 alignToTerrainNormal = True coloredByTerrain = True LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/bettergrassUV2 range = 19.6151009 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/grassbillboard range = 100 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboard.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassbillboardnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.025 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _SubsurfaceNormalInfluence = 0.300000012 _SubsurfacePower = 3 _SubsurfaceIntensity = 1 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.0399999991 _Cutoff = 0.54 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1.500, 1.500, 1.200, 1.000 _SubsurfaceColor = 0.400000006,0.5,0.200000003,1 _CullMode = 0 Keywords { name = TWO_SIDED name = SUBSURFACE_SCATTERING name = WIND name = ALPHA_CUTOFF } } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = KerbinDryGrass model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 10.000001 frustumCullingScreenMargin = -5 maxObjects = 15000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 4000 octaves = 4 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrass.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrassnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.00200000009 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1.10000002,1.14999998,1.04999995,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 3.14159012 spawnChance = 1 range = 300 populationMultiplier = 750 minScale = 0.0399999991,0.0399999991,0.0399999991 maxScale = 0.180000007,0.100000001,0.180000007 scaleRandomness = 0.5 cutoffScale = 0.600000024 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300000787 minAltitude = 40 maxAltitude = 2500 altitudeFadeRange = 10 alignToTerrainNormal = True coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass1 range = 75 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/lushgrass2 range = 150 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrass.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertgrassnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.00200000009 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1.10000002,1.14999998,1.04999995,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND name = BILLBOARD_USE_MESH_NORMALS } } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = KerbinFern model = Parallax_StockScatterTextures/Models/Kerbin/fern collisionLevel = 0 Optimizations { frustumCullingStartRange = 27.0000019 frustumCullingScreenMargin = -15 maxObjects = 1500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 9000 octaves = 4 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/fern.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/fernnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.008 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.1 _WindIntensity = 0.003 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.699999988,0.670000017,0.639999986,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = WIND } } Distribution { seed = 0.419999987 spawnChance = 0.600000024 range = 300 populationMultiplier = 175 minScale = 0.0399999991,0.0399999991,0.0399999991 maxScale = 0.0799999982,0.0799999982,0.0799999982 scaleRandomness = 0.5 cutoffScale = 0.600000024 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300000787 minAltitude = 60 maxAltitude = 2500 altitudeFadeRange = 30 alignToTerrainNormal = True coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/fern range = 105 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/fern range = 1350 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = Daisy model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 27.0000019 frustumCullingScreenMargin = -15 maxObjects = 500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 6000 octaves = 2 lacunarity = 2 seed = 4 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisy.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisynrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.00800000038 _WindHeightStart = 0.300000012 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 0.100000001 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 0.111110002 spawnChance = 0.25 range = 300 populationMultiplier = 250 minScale = 0.300000012,0.300000012,0.300000012 maxScale = 0.400000006,0.400000006,0.400000006 scaleRandomness = 0.5 cutoffScale = 0.629999995 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300001949 minAltitude = 60 maxAltitude = 2500 altitudeFadeRange = 40 alignToTerrainNormal = True coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD1 range = 30 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/daisyPatchLOD2 range = 100 MaterialOverride { _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/daisybillboard.dds } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = Roses model = Parallax_StockScatterTextures/Models/Kerbin/roses collisionLevel = 0 Optimizations { frustumCullingStartRange = 18 frustumCullingScreenMargin = -15 maxObjects = 1000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 4000 octaves = 4 lacunarity = 2 seed = 5 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/roses.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/rosesnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.008 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.62 _WindSpeed = 2.1 _WindIntensity = 0.002 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.699999988,0.670000017,0.639999986,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 10.1111097 spawnChance = 0.25 range = 200 populationMultiplier = 20 minScale = 0.0399999991,0.0399999991,0.0399999991 maxScale = 0.0700000003,0.0700000003,0.0700000003 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.300000787 minAltitude = 50 maxAltitude = 2500 altitudeFadeRange = 20 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/roses range = 70 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/roses range = 900 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = KerbinShrub model = Parallax_StockScatterTextures/Models/Laythe/cottonlod0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 0 frustumCullingScreenMargin = -15 maxObjects = 5000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 7000 octaves = 2 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/shrub.dds _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/cottonnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.00800000038 _WindHeightStart = 0.0199999996 _WindHeightFactor = 1.62 _WindSpeed = 2.0999999 _WindIntensity = 1.29999995 _Cutoff = 0.5 _SubsurfaceNormalInfluence = 0.5 _SubsurfacePower = 2 _SubsurfaceIntensity = 1 _FresnelColor = 0.150000006,0.150000006,0.150000006,1 _Color = 0.699999988,0.699999988,0.699999988,1 _SubsurfaceColor = 0.5,0.300000012,0.5,1 _CullMode = 0 Keywords { name = WIND name = ALPHA_CUTOFF name = SUBSURFACE_SCATTERING } } Distribution { seed = 0.333900005 spawnChance = 1 range = 300 populationMultiplier = 343 minScale = 3,3,3 maxScale = 3.5,3.5,3.5 scaleRandomness = 0.899999976 cutoffScale = 0.699999988 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.850000024 maxNormalDeviance = 0.500002146 minAltitude = 61 maxAltitude = 2510 altitudeFadeRange = 46 alignToTerrainNormal = True coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Laythe/cottonlod1 range = 40.0000038 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Laythe/cottonlod2 range = 50 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } Scatter { name = OakTree model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD0 collisionLevel = 2 Optimizations { frustumCullingStartRange = 50.0000038 frustumCullingScreenMargin = -400 maxObjects = 26000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = True frequency = 67 octaves = 6 lacunarity = 2 seed = 36 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunk.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunknrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 1.6 _WindSpeed = 1.10000002 _WindIntensity = 0.008 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 62.1199989 spawnChance = 0.335 range = 10500 populationMultiplier = 3 minScale = 1.1,1.1,1.1 maxScale = 1.95,1.95,1.95 scaleRandomness = 0.6 cutoffScale = 0.899999976 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000715 minAltitude = 52 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD1 range = 215 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunk.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTrunknrm.dds _SpecularPower = 15 _SpecularIntensity = 0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { } } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/oakTrunkLOD2 range = 2450.00024 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakBillboard.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakBillboardnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.015 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.6 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.800, 0.800, 0.650, 1.000 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = BILLBOARD } } } } BiomeBlacklist { name = KSC name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } SharedScatter { name = OakTreeTop model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD1 collisionLevel = 0 parentName = OakTree Optimizations { frustumCullingStartRange = 0 frustumCullingScreenMargin = -400 maxObjects = 12000 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakLeaves.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakLeavesnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _ThicknessMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakthickness.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.18 _WindScale = 0.00800000038 _WindHeightStart = 2.1400001 _WindHeightFactor = 0.600000024 _WindSpeed = 1.10000002 _WindIntensity = 0.200000003 _SubsurfaceNormalInfluence = 0.5 _SubsurfacePower = 12 _SubsurfaceIntensity = 1.6 _SubsurfaceMin = 0.381 _SubsurfaceMax = 1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.875,0.9,0.75,1 _SubsurfaceColor = 0.400000006,0.5,0.200000003,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = WIND name = SUBSURFACE_USE_THICKNESS_TEXTURE } } Distribution { LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD1 range = 0 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/oakLeavesLOD2 range = 0 MaterialOverride { _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTreeTop.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/oakTreeTopnrm.dds _Color = 0.800, 0.800, 0.650, 1.000 _Cutoff = 0.7 _SpecularIntensity = 0.0 } } } } } Scatter { name = PineTree model = Parallax_StockScatterTextures/Models/Kerbin/pinetrunk0 collisionLevel = 2 Optimizations { frustumCullingStartRange = 200.000015 frustumCullingScreenMargin = -400 maxObjects = 9000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = True frequency = 85 octaves = 4 lacunarity = 2 seed = 38 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunk.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunknrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 69.6900024 spawnChance = 0.44 range = 10500 populationMultiplier = 1 minScale = 2.79999995,2.79999995,2.79999995 maxScale = 4.8,7,4.8 scaleRandomness = 0.400000006 cutoffScale = 0.899999976 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000715 minAltitude = 140 maxAltitude = 4000 altitudeFadeRange = 100 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/pinetrunk1 range = 230 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/pine2 range = 2600.00024 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cutoutpine.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/trunknrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND name = BILLBOARD_USE_MESH_NORMALS } } } } BiomeBlacklist { name = KSC name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = The Cold Ocean name = Cold Shores } } } SharedScatter { name = PineTreeTop model = Parallax_StockScatterTextures/Models/Kerbin/pineleaves1 collisionLevel = 0 parentName = PineTree Optimizations { frustumCullingStartRange = 0 frustumCullingScreenMargin = -400 maxObjects = 5000 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/spruce.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/sprucenrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.00800000038 _WindHeightStart = 0.140000001 _WindHeightFactor = 0.00999999978 _WindSpeed = 2.0999999 _WindIntensity = 0.5 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.5,0.600000024,0.800000012,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/pineleaves1 range = 0 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/pine2Top range = 0 MaterialOverride { _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cutoutpine.dds _SpecularIntensity = 0.0 } } } } } Scatter { name = PalmTree model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetrunk collisionLevel = 2 Optimizations { frustumCullingStartRange = 200.000015 frustumCullingScreenMargin = -400 maxObjects = 6000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 800 octaves = 6 lacunarity = 2 seed = 2 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtree.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreenrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.00400000019 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 2.0999999 _WindIntensity = 9.99999975E-05 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 27 spawnChance = 0.85 range = 10500 populationMultiplier = 6 minScale = 0.5,0.5,0.5 maxScale = 0.77,0.77,0.77 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000715 minAltitude = 30 maxAltitude = 45 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetrunk range = 900 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/palmtreebillboard range = 2400.00024 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreebillboard.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreebillboardnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.35 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.800000012,0.800000012,0.550000012,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND name = BILLBOARD_USE_MESH_NORMALS } } } } BiomeBlacklist { name = KSC name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Grasslands name = Highlands name = Mountains name = The Cold Ocean name = Cold Shores } } } SharedScatter { name = PalmTreeTop model = Parallax_StockScatterTextures/Models/Kerbin/palmtreeleaves collisionLevel = 0 parentName = PalmTree Optimizations { frustumCullingStartRange = 0 frustumCullingScreenMargin = -400 maxObjects = 6000 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmleaf.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmleafnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.300000012 _WindScale = 0.00400000019 _WindHeightStart = 2.1400001 _WindHeightFactor = 0.620000005 _WindSpeed = 2.0999999 _WindIntensity = 0.0500000007 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 0.700, 0.700, 0.550, 1.000 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/palmtreeleaves range = 0 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/palmtreetopbillboard range = 0 MaterialOverride { _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreetopbillboard.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/palmtreetopbillboardnrm.dds _Color = 0.800000012,0.800000012,0.550000012,1 } } } } } Scatter { name = Kelp model = Parallax_StockScatterTextures/Models/Kerbin/kelplod0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -50 maxObjects = 2500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1000 octaves = 2 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/kelp.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/kelpnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.100000001 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 20 spawnChance = 1 range = 300 populationMultiplier = 4 minScale = 1,1,1 maxScale = 6,6,6 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 2 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 4.99999142 minAltitude = -10000 maxAltitude = -100 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/kelplod1 range = 75 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/kelplod1 range = 150 MaterialOverride { } } } BiomeBlacklist { name = KSC name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Mountains name = Deserts name = Badlands } } } Scatter { name = Reeds model = Parallax_StockScatterTextures/Models/Kerbin/reed collisionLevel = 0 Optimizations { frustumCullingStartRange = 300 frustumCullingScreenMargin = -10 maxObjects = 500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1000 octaves = 2 lacunarity = 2 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/underseagreen.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/reedsnrm.dds _SpecularPower = 15 _SpecularIntensity = 0.0500000007 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { } } Distribution { seed = 21 spawnChance = 1 range = 300 populationMultiplier = 2 minScale = 0.5,0.5,0.5 maxScale = 1,1,1 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 2 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 1 minAltitude = -1000 maxAltitude = -140 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/reedLOD1 range = 125 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/reedLOD1 range = 1500 MaterialOverride { } } } BiomeBlacklist { name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Mountains name = Deserts name = Badlands } } } Scatter { name = Seaweed model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 60.0000038 frustumCullingScreenMargin = -40 maxObjects = 3000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 2000 octaves = 6 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/seaweed.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/seaweednrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0300000012 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _Cutoff = 0.5 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 25.3199997 spawnChance = 1 range = 400 populationMultiplier = 25 minScale = 10,10,10 maxScale = 20,20,20 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 2 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 1 minAltitude = -3000 maxAltitude = -110 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed1 range = 175 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/kerbinseaweed1 range = 1500 MaterialOverride { } } } BiomeBlacklist { name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Mountains name = Deserts name = Badlands } } } Scatter { name = Seagrass model = Parallax_StockScatterTextures/Models/Kerbin/seagrass0 collisionLevel = 0 Optimizations { frustumCullingStartRange = 10 frustumCullingScreenMargin = -10 maxObjects = 5000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 2000 octaves = 4 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/PluginData/sand.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/grassnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.0250000004 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 0 Keywords { name = WIND } } Distribution { seed = 69 spawnChance = 1 range = 90 populationMultiplier = 450 minScale = 1,1,1 maxScale = 2,2,2 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 1 steepContrast = 1 steepMidpoint = 0.5 maxNormalDeviance = 0.500000358 minAltitude = -1000 maxAltitude = -10 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/seagrass1 range = 60 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/seagrass1 range = 400.000031 MaterialOverride { _CullMode = 2 } } } BiomeBlacklist { name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Mountains name = Deserts name = Badlands } } } Scatter { name = HugeCactus model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti0 collisionLevel = 4 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 250 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 600 octaves = 6 lacunarity = 2 seed = 884 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 124.119995 spawnChance = 0.0199999996 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/hugecacti2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = LargeCactus model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti0 collisionLevel = 3 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 150 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 110.119995 spawnChance = 0.0399999991 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacti2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = MedCactus model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti0 collisionLevel = 2 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 150 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 111.119995 spawnChance = 0.0399999991 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacti2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = SmallCactus model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti0 collisionLevel = 1 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 150 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 112.119995 spawnChance = 0.0500000007 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacti2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = TinyCactus model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti0 collisionLevel = 1 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 150 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 113.119995 spawnChance = 0.100000001 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/tinycacti2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = LargeCactiCluster model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster0 collisionLevel = 3 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 100 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 168.119995 spawnChance = 0.0399999991 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/largecacticluster2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = MedCactiCluster model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster0 collisionLevel = 2 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 100 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 167.119995 spawnChance = 0.100000001 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/medcacticluster2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = SmallCactiCluster model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster0 collisionLevel = 1 Optimizations { frustumCullingStartRange = 50 frustumCullingScreenMargin = -35 maxObjects = 100 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactus.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/cactusnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularPower = 15 _SpecularIntensity = 0.01 _FresnelPower = 3 _EnvironmentMapFactor = 1 _BumpScale = 1 _Hapke = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _Color = 1,1,1,1 _CullMode = 2 Keywords { name = WIND } } Distribution { seed = 166.119995 spawnChance = 0.100000001 range = 2000 populationMultiplier = 1 minScale = 2,2,2 maxScale = 3,3,3 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.500000358 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/smallcacticluster2 range = 250 MaterialOverride { } } } BiomeBlacklist { name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } Scatter { name = BaobabTreeTrunk model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtrunk0 collisionLevel = 2 Optimizations { frustumCullingStartRange = 200 frustumCullingScreenMargin = -200 maxObjects = 2000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 1 octaves = 1 lacunarity = 1 seed = 1 } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertwood.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/desertwoodnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularIntensity = 0.0 _SpecularPower = 15 _Hapke = 1 _Cutoff = 0.5 _FresnelPower = 3 _Transmission = 1 _BumpScale = 1 _EnvironmentMapFactor = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _Color = 1,1,1,1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { seed = 12.3000002 spawnChance = 0.200000003 range = 3000 populationMultiplier = 1 minScale = 0.699999988,0.699999988,0.699999988 maxScale = 2,2,2 scaleRandomness = 0.5 cutoffScale = 0.550000012 steepPower = 8 steepContrast = 4.5 steepMidpoint = 0.731000006 maxNormalDeviance = 0.5 minAltitude = 50 maxAltitude = 2000 altitudeFadeRange = 10 alignToTerrainNormal = False coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtrunk1 range = 250 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtreebillboard range = 2750 Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutout.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutoutnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularIntensity = 0.05 _SpecularPower = 15 _Hapke = 1 _Cutoff = 0.5 _FresnelPower = 3 _Transmission = 1 _BumpScale = 1 _EnvironmentMapFactor = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _Color = 1,1,1,1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _CullMode = 2 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND name = BILLBOARD_USE_MESH_NORMALS } } } } BiomeBlacklist { name = KSC name = Water name = Grasslands name = Highlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Shores name = Mountains name = The Cold Ocean name = Cold Shores } } } SharedScatter { name = BaobabTreeTop model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobableaves parentName = BaobabTreeTrunk collisionLevel = 0 Optimizations { frustumCullingStartRange = 0 frustumCullingScreenMargin = -15 maxObjects = 2000 } SubdivisionSettings { } DistributionNoise { } Material { shader = Custom/ParallaxInstancedSolid _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobableaf.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobableafnrm.dds _WindMap = Parallax_StockScatterTextures/PluginData/grassuv2.dds _SpecularIntensity = 0.100000001 _SpecularPower = 15 _Hapke = 1 _Cutoff = 0.5 _FresnelPower = 3 _Transmission = 1 _BumpScale = 1 _EnvironmentMapFactor = 1 _WindScale = 0.0799999982 _WindHeightStart = 0.0500000007 _WindHeightFactor = 2 _WindSpeed = 0 _WindIntensity = 0 _Color = 1,1,1,1 _FresnelColor = 0.0500000007,0.0500000007,0.0500000007,1 _CullMode = 0 Keywords { name = ALPHA_CUTOFF name = TWO_SIDED name = WIND } } Distribution { LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobableaves range = 0 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/Cacti/baobabtreetop range = 0 MaterialOverride { _MainTex = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutouttop.dds _BumpMap = Parallax_StockScatterTextures/Textures/Kerbin/PluginData/baobabcutouttopnrm.dds } } } } } Scatter { name = Icebergs model = Parallax_StockScatterTextures/Models/Laythe/iceberg0 collisionLevel = 4 Optimizations { frustumCullingStartRange = 8000 frustumCullingScreenMargin = -1400 maxObjects = 4500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 200 octaves = 6 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedBiplanar _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds _Tiling = 0.03 _SpecularIntensity = 1 _SpecularPower = 20 _Hapke = 0.600000024 _BumpScale = 1 _FresnelPower = 7 _EnvironmentMapFactor = 1 _Color = 1,0.970000029,1,1 _FresnelColor = 0.100000001,0.100000001,0.100000001,1 Keywords { } } Distribution { seed = 0.209999993 spawnChance = 0.0149999997 range = 20000 populationMultiplier = 1 minScale = 20,20,20 maxScale = 20,20,20 scaleRandomness = 0.5 cutoffScale = 0 steepPower = 9 steepContrast = 6 steepMidpoint = 0.763000011 maxNormalDeviance = 0.5 minAltitude = -800 maxAltitude = 1 altitudeFadeRange = 10 alignToTerrainNormal = False placementAltitude = 0 coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Laythe/iceberg1 range = 2000 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Laythe/iceberg1 range = 4000 MaterialOverride { } } } BiomeBlacklist { name = KSC name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Grasslands name = Highlands name = Shores name = Mountains } } } Scatter { name = SmallIcebergs model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg0 collisionLevel = 4 Optimizations { frustumCullingStartRange = 8000 frustumCullingScreenMargin = -1400 maxObjects = 7500 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 200 octaves = 6 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedBiplanar _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds _Tiling = 0.03 _SpecularIntensity = 1 _SpecularPower = 20 _Hapke = 0.600000024 _BumpScale = 1 _FresnelPower = 7 _EnvironmentMapFactor = 1 _Color = 1,0.970000029,1,1 _FresnelColor = 0.100000001,0.100000001,0.100000001,1 Keywords { } } Distribution { seed = 0.200000003 spawnChance = 0.0149999997 range = 20000 populationMultiplier = 2 minScale = 20,20,20 maxScale = 20,20,20 scaleRandomness = 0.5 cutoffScale = 0 steepPower = 9 steepContrast = 6 steepMidpoint = 0.763000011 maxNormalDeviance = 0.5 minAltitude = -900 maxAltitude = -800 altitudeFadeRange = 10 alignToTerrainNormal = False placementAltitude = 0 coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg1 range = 1000 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Laythe/smalliceberg2 range = 3000 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Grasslands name = Highlands name = Shores name = Mountains } } } Scatter { name = TinyIcebergs model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg0 collisionLevel = 4 Optimizations { frustumCullingStartRange = 1500 frustumCullingScreenMargin = -1400 maxObjects = 9000 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 200 octaves = 6 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedBiplanar _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds _Tiling = 0.03 _SpecularIntensity = 1 _SpecularPower = 20 _Hapke = 0.600000024 _BumpScale = 1 _FresnelPower = 7 _EnvironmentMapFactor = 1 _Color = 1,0.970000029,1,1 _FresnelColor = 0.100000001,0.100000001,0.100000001,1 Keywords { } } Distribution { seed = 0.610000014 spawnChance = 0.0350000001 range = 10000 populationMultiplier = 1 minScale = 20,20,20 maxScale = 20,20,20 scaleRandomness = 0.5 cutoffScale = 0 steepPower = 9 steepContrast = 6 steepMidpoint = 0.763000011 maxNormalDeviance = 0.5 minAltitude = -950 maxAltitude = -850 altitudeFadeRange = 10 alignToTerrainNormal = False placementAltitude = 0 coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg1 range = 1700 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Laythe/tinyiceberg2 range = 3500 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Grasslands name = Highlands name = Shores name = Mountains } } } Scatter { name = GiantBerg model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg0 collisionLevel = 4 Optimizations { frustumCullingStartRange = 8000 frustumCullingScreenMargin = -9400 maxObjects = 800 } SubdivisionSettings { subdivisionRangeMode = noSubdivision } DistributionNoise { noiseType = simplexPerlin inverted = False frequency = 200 octaves = 6 lacunarity = 2 seed = 0 } Material { shader = Custom/ParallaxInstancedBiplanar _MainTex = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlas.dds _BumpMap = Parallax_StockScatterTextures/Textures/Laythe/PluginData/icebergsatlasnrm.dds _Tiling = 0.03 _SpecularIntensity = 1 _SpecularPower = 20 _Hapke = 0.600000024 _BumpScale = 1 _FresnelPower = 7 _EnvironmentMapFactor = 1 _Color = 1,0.970000029,1,1 _FresnelColor = 0.100000001,0.100000001,0.100000001,1 Keywords { } } Distribution { seed = 0.699999988 spawnChance = 0.00100000005 range = 10000 populationMultiplier = 1 minScale = 1,1,1 maxScale = 1,1,1 scaleRandomness = 0.5 cutoffScale = 0.5 steepPower = 9 steepContrast = 6 steepMidpoint = 0.763000011 maxNormalDeviance = 0.5 minAltitude = -750 maxAltitude = 0 altitudeFadeRange = 10 alignToTerrainNormal = False placementAltitude = 0 coloredByTerrain = false LODs { LOD { model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg1 range = 5000 MaterialOverride { } } LOD { model = Parallax_StockScatterTextures/Models/Kerbin/hugeberg2 range = 9999 MaterialOverride { } } } BiomeBlacklist { name = Water name = Deserts name = Badlands name = Tundra name = Ice Caps name = Northern Ice Shelf name = Southern Ice Shelf name = Grasslands name = Highlands name = Shores name = Mountains } } } } } Edited September 3 by Errol Quote Link to comment Share on other sites More sharing options...
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