Hi Edward, Interesting past, the Old Version from the DF2 DFG1 Terrain was the Textur to Bright for Night view.
And I missed the grass in the Terrain. The polytrn_foliagemap ts_02_f.pcx is from the Team Sabre TRN File.
polytrn_colormap DFG1_c.tga
polytrn_detailmap DFG1_d.tga
polytrn_polydata DFG1.cpt
polytrn_tilestrip trntile10.tga
polytrn_charmap DFG1_m.pcx
polytrn_foliagemap ts_02_f.pcx <-Changed
--------------------------------- NOT <-Changed -------------------------
polytrn_sectorcount 8 ; width of sectors
polytrn_wrapx 1 ; do we wrap on X? 0=no dont lock it. 1=yes lock it
polytrn_wrapy 1 ; do we wrap on Y?
polytrn_origin -4 -4 ; move terrain origin by this amount (X,Y)
lock_topleft 0 0 ;these values must match those in the corresponding tpj
lock_topright 0 0 ;0=no dont lock it 1=yes lock it
lock_bottomleft 0 0
lock_bottomright 0 0
--------------------------------- Changed --------------------------------
foliage
graphic mveg1at.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 0 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 254 ; match with up to four different colors in the foliagemap
end
foliage
graphic mveg1am.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 0 ; 0=match ground 1=50% blend 2=retain full color
color_upper 2 ; 0=match ground 1=50% blend 2=retain full color
match 253 ; match with up to four different colors in the foliagemap
end
foliage
graphic mveg1as.3di ; the 3DI to place on the terrain - must be <=20 verts
color_lower 0 ; 0=match ground 1=50% blend 2=retain full color
color_upper 1 ; 0=match ground 1=50% blend 2=retain full color
match 252 ; match with up to four different colors in the foliagemap
end