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        <dc:date>2017-08-31T06:33:51+00:00</dc:date>
        <title>l3dt:algorithms:cli:am_algo</title>
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        <description>Determining which land type goes where in the attributes map is done by evaluating 'scores' for all the land types at every pixel in the map. The land type with the highest score at a particular heightfield pixel wins, and is assigned to the attributes map. The score for a land type is a function of several properties calculated from the heightfield and water-map, including:</description>
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        <dc:date>2017-08-31T05:07:52+00:00</dc:date>
        <title>l3dt:algorithms:cli:climate</title>
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        <description>A climate is a grouping of land types (such as grass, woodland, rocks and so forth) used to generate the attributes map and the texture map. The distribution of climates in a map is set in the design map, and multiple climates in one map is allowed.</description>
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        <title>l3dt:algorithms:cli:intro</title>
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        <description>Whether a particular pixel in the texture map is coloured as  grass, rock, sand, or otherwise is determined by a map of land types called an attributes map. Each land type has different affinities for water, steep/flat ground, etc, and these parameters are used in the land type assignment algorithm to calculate the attributes map. This same algorithm is also used for masking bump mapping in the light mapping algorithm, and for calculating per-pixel land types in the texture generation algorithm.</description>
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        <title>l3dt:algorithms:cli:land_type</title>
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        <description>A 'land type' is basically a set of ground textures used to generate the texture map, plus a set of parameters that determine the distribution of those textures. The land type distribution is stored in the attributes map, and the details of the distribution calculation may be found here.</description>
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        <dc:date>2017-08-31T05:18:14+00:00</dc:date>
        <title>l3dt:algorithms:cli:material</title>
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        <description>A 'material' is a collection of texture and bump-map images that determine the appearance of a land type. The settings of a material may be edited using the material editor dialog box, shown below:





Texture/bump-map layers


The texture for each material is built up from a number of layers. A material only needs to have one layer, but more can be added to provide detail at high texture resolutions. Typical mapterials in L3DT might have three to four texture layers.</description>
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