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  </style>
  
  <title>Terrain</title>
</head>


<body>


<h1><img src="Terrain Images/fsx-bannerscenery.jpg" width="800" height="200"></h1>
<h1>Terrain Configuration File</h1>
<h2>Overview</h2>


<span style="font-style: italic;">Microsoft &reg; Flight Simulator X </span> uses a single
terrain configuration file called terrain.cfg (found in
the root directory) to&nbsp;map texture information for vector data
(linear data such as roads, rivers, streams, railway lines, and so on)
to polygon types and flattening information, and to control the
automatic placement of certain features such as telephone poles, light
poles, fences
and power lines. This file provides reasonable defaults for most data
types specified in vector data.<br>
<br>
This file can be edited to add new texture and autogen sections to support a new type or style of vector data.<br>
<br>
<h3>The Terrain Configuration File</h3>


<br>


The terrain.cfg file contains the following sections.
<h4>[general]</h4>


The general section just contains two counts.<br>
<br>


<table class="T1" cellpadding="2" cellspacing="4">


  <tbody>


    <tr>


      <td>
      
      <h5>Property </h5>


      </td>


      <td>
      
      <h5>Description </h5>


      </td>


      <td>
      
      <h5>Examples</h5>


      </td>


    </tr>


    <tr>


      <td>defaulttexturecount</td>


      <td>The number of <a href="#texture.n">[texture] </a>entries in the file. Entries
are numbered from 0, so a count of 264 means that texture numbers go
from 0 to 263.</td>


      <td>( <b>DefaultTextureCount=264</b> )
      </td>


    </tr>


    <tr>


      <td>autogencount</td>


      <td>This is the number of &nbsp;main IDs in the
      <a href="#autogen.id.type.variant">[autogen]</a> sections. Note that this is not the number of entries, as
each main ID can have several types and variants. Autogen IDs are numbered from
0, so with a count of 14, this means the main IDs number from 0 to 13.</td>


      <td>( <b>AutogenCount=14</b> )
      </td>


    </tr>


  
  </tbody>
</table>


<br>


<h4><a name="landclasses"></a>[landclasses]</h4>


The landclasses section contains a list of constants. These are used in
the <a href="#olsonlandclass">olsonlandclass</a>
property of the<a href="#texture.n"> [texture.n]</a>
entries. It is not possible to add new entries to this list.<br>
<br>


<table class="T2" cellpadding="2" cellspacing="4">


  <tbody>


    <tr>


      <td>
      
      <h5>Land Class Constant</h5>


      </td>


    </tr>


    <tr>


      <td>( <b>OCEAN_SEA_LARGE_LAKE_0=0</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_URBAN_GRID_WET_1=1</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LOW_SPARSE_GRASSLAND=2</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CONIFEROUS_FOREST=3</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DECIDUOUS_CONIFER_FOREST=4</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DECIDUOUS_BROADLEAF_FOREST=5</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>EVERGREEN_BROADLEAF_FORESTS=6</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>TALL_GRASSES_AND_SHRUBS=7</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>BARE_DESERT=8</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>UPLAND_TUNDRA=9</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>IRRIGATED_GRASSLAND=10</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SEMI_DESERT=11</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DRY_CROP_AND_TOWN=12</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>WOODED_WET_SWAMP=13</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SHRUB_EVERGREEN=16</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SHRUB_DECIDUOUS=17</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>EVERGREEN_FOREST_AND_FIELDS=19</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_RAIN_FOREST=20</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CONIFER_BOREAL_FOREST=21</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_CONIFER_FOREST=22</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_MIXED_FOREST=23</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MIXED_FOREST=24</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_BROADLEAF_FOREST=25</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SOUTHERN_DECIDUOUS_BROADLEAF_FOREST=26</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>CONIFER_FOREST=27</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MONTANE_TROPICAL_FORESTS=28</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SEASONAL_TROPICAL_FOREST=29</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_CROPS_AND_TOWNS=30</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CROPS_AND_TOWN=31</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DRY_TROPICAL_WOODS=32</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>TROPICAL_RAINFOREST=33</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>TROPICAL_DEGRADED_FOREST=34</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CORN_AND_BEANS_CROPLAND=35</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>RICE_PADDY_AND_FIELD=36</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>HOT_IRRIGATED_CROPLAND=37</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_IRRIGATED_CROPLAND=38</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_GRASSES_AND_SHRUBS=40</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>HOT_AND_MILD_GRASSES_AND_SHRUBS=41</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>COLD_GRASSLAND=42</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SAVANNA_WOODS=43</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MIRE_BOG_FEN=44</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MARSH_WETLAND=45</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MEDITERRANEAN_SCRUB=46</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DRY_WOODY_SCRUB=47</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DRY_EVERGREEN_WOODS=48</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SAND_DESERT=50</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SEMI_DESERT_SHRUBS=51</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SEMI_DESERT_SAGE=52</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>BARREN_TUNDRA=53</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_SOUTHERN_HEMISPHERE_MIXED_FORESTS=54</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_FIELDS_AND_WOODS=55</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>FOREST_AND_FIELD=56</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>COOL_FOREST_AND_FIELD=57</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>FIELDS_AND_WOODY_SAVANNA=58</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SUCCULENT_AND_THORN_SCRUB=59</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SMALL_LEAF_MIXED_WOODS=60</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DECIDUOUS_AND_MIXED_BOREAL_FOREST=61</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>NARROW_CONIFERS=62</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>WOODED_TUNDRA=63</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>HEATH_SCRUB=64</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>POLAR_AND_ALPINE_DESERT=69</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MANGROVE=72</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CROP_AND_WATER_MIXTURES=76</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SOUTHERN_HEMISPHERE_MIXED_FOREST=78</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MOIST_EUCALYPTUS=89</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>RAIN_GREEN_TROPICAL_FOREST=90</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>WOODY_SAVANNA=91</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>BROADLEAF_CROPS=92</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GRASS_CROPS=93</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CROPS_GRASS_SHRUBS=94</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GRASS_SKIRTING_1=95</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GRASS_SKIRTING_2=96</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GRASS_AND_SHRUB_SKIRTING=97</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DRY_GRASS_AND_DIRT_SKIRTING=98</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SAND_AND_DESERT_SKIRTING=99</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>OCEAN_SEA_LARGE_LAKE=100</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_URBAN_GRID_WET=101</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_URBAN_GRID_DRY=102</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_URBAN_NON_GRID_WET=103</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_URBAN_NON_GRID_DRY=104</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_URBAN_GRID_WET=105</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_URBAN_GRID_DRY=106</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_URBAN_NON_GRID_WET=107</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_URBAN_NON_GRID_DRY=108</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_SUBURBAN_GRID_WET=109</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_SUBURBAN_GRID_DRY=110</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_SUBURBAN_NON_GRID_WET=111</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_SUBURBAN_NON_GRID_DRY=112</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_SUBURBAN_GRID_WET=113</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_SUBURBAN_GRID_DRY=114</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_SUBURBAN_NON_GRID_WET=115</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>MEDIUM_CITY_SUBURBAN_NON_GRID_DRY=116</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>SMALL_CITY_SUBURBAN_GRID_WET=117</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>SMALL_CITY_SUBURBAN_GRID_DRY=118</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>SMALL_CITY_SUBURBAN_NON_GRID_WET=119</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>SMALL_CITY_SUBURBAN_NON_GRID_DRY=120</b>
)
      </td>


    </tr>


    <tr>


      <td>( <b>LARGE_CITY_HIGHRISE=121</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>ICE=122</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>INLAND_WATER=123</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>OCEAN_INLET=124</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>NON_PERENNIAL_INLAND_WATER=125</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>NON_PERENNIAL_INLAND_SEA=126</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>REEF=127</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GRASS=128</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>ARID=129</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>ROCK=130</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DIRT=131</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CORAL=132</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>LAVA=133</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>PARK=134</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GOLF_COURSE=135</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>CEMENT=136</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>TAN_SAND_BEACH=137</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>BLACK_SAND_BEACH=138</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>AIRFIELD1=139</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>AIRFIELD2=140</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>ROCK_VOLCANIC=141</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>ROCK_ICE=142</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>GLACIER_ICE=143</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>EVERGREEN_TREE_CROP=144</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DECIDUOUS_TREE_CROP=145</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>DESERT_ROCK=146</b> )
      </td>


    </tr>


    <tr>


      <td>( <b>SAVANNA_GRASS=147</b> )
      </td>


    </tr>


  
  </tbody>
</table>


<br>


<br>


<h4><a name="texture.n"></a>[texture.n]</h4>


Each texture is defined by a
heading in brackets and one or more optional attribute values. The
heading in square brackets contains the unique integer texture
identifier referenced by VTP vector data (refer to the <a href="Terrain and Scenery.html">Terrain and Scenery</a> document). 


Texture
files (see the textures property) must be listed in a certain order,
and often include in their name&nbsp;initials to determine which
season they
apply to. The texture order is: wi, hw, sp, su, fa, lm, where:<br>


<ul>


  <li>wi = mild winter</li>


  <li>hw = hard winter</li>


  <li>sp = spring</li>


  <li>su = summer</li>


  <li>fa = fall/autumn</li>


  <li>lm = light map (night)</li>


</ul>


<table class="T1" cellpadding="2" cellspacing="4">


  <tbody>


    <tr>


      <td>
      
      <h5>Property </h5>


      </td>


      <td>
      
      <h5>Description </h5>


      </td>


      <td>
      
      <h5>Examples</h5>


      </td>


    </tr>


    <tr>


      <td>name</td>


      <td>The name of the texture. This is for reference only, it
is not used to identify the texture (the guid entry is used for that
purpose).</td>


      <td>FSX shorelines - default shoreline( <b>Name=Shorelines_Default</b>
)<br>


Hydro Polygons - Generic Lake - Perennial( <b>Name=Hydro_Polygons_Generic_Lake_Perennial</b>
)<br>


FSX shorelines - generic river shoreline( <b>Name=Shorelines_Generic_River</b>
)<br>


FSX shorelines - generic ocean shoreline( <b>Name=Shorelines_Generic_Ocean</b>
)<br>


Airport Backgrounds (FSX) - MaskClassMap only( <b>Name=Airport_Backgrounds_MaskClassMap_Only</b>
)<br>


Airport Backgrounds (FSX) - Flatten only( <b>Name=Airport_Backgrounds_Flatten_Only</b>
)<br>


Airport Backgrounds (FSX) - Flatten + MaskClassMap( <b>Name=Airport_Backgrounds_Flatten_MaskClassMap</b>
)<br>


Hydro Polygons - Generic Ocean - Perennial( <b>Name=Hydro_Polygons_Generic_Ocean_Perennial</b>
)<br>


FSX shorelines - generic canal/channel shoreline( <b>Name=Shorelines_Generic_Canal_Channel</b>
)<br>


Hydro Polygons - Generic Canal/Channel - Perennial( <b>Name=Hydro_Polygons_Generic_Canal_Channel_Perennial</b>
)
      </td>


    </tr>


    <tr>


      <td>color</td>


      <td>Not supported.</td>


      <td>
      </td>


    </tr>


    <tr>


      <td>guid</td>


      <td><p>This is the GUID used to identify the feature type, one from the list in:</p>
      <p><a href="VectorShapePropertiesGuids.txt">VectorShapePropertiesGuids</a> </p></td>


      <td>FSX shorelines - default shoreline( <b>guid={6BE0F0F1-C807-4C6F-81CB-B5D565C69375}</b>
)<br>


Hydro Polygons - Generic Lake - Perennial( <b>guid={BCD5C182-9C8B-4C57-97BD-272CF492CBFF}</b>
)<br>


FSX shorelines - generic river shoreline( <b>guid={FDA34C77-39FD-4507-B128-F4F55FEC60DC}</b>
)<br>


FSX shorelines - generic ocean shoreline( <b>guid={68900A2A-6679-4580-88EA-8BFED4DAC361}</b>
)<br>


Airport Backgrounds (FSX) - MaskClassMap only( <b>guid={594E70C8-06A5-4E3F-BE6E-4DBF50B49D11}</b>
)<br>


Airport Backgrounds (FSX) - Flatten only( <b>guid={18580A63-FC8F-4A02-A622-8A1E073E627B}</b>
)<br>


Airport Backgrounds (FSX) - Flatten + MaskClassMap( <b>guid={46BFB3BD-CE68-418E-8112-FEBA17428ACE}</b>
)<br>


Hydro Polygons - Generic Ocean - Perennial( <b>guid={2D103429-89EB-4CB3-A61E-E188E79C77E7}</b>
)<br>


FSX shorelines - generic canal/channel shoreline( <b>guid={ACC45E7F-A47A-44D6-ADA6-59C9271BDB71}</b>
)<br>


Hydro Polygons - Generic Canal/Channel - Perennial( <b>guid={C4E055AB-0855-4D5C-8FB9-3318E1C8AB8A}</b>
)
      </td>


    </tr>


    <tr>


      <td>textures</td>


      <td>Determines which texture to use when rendering the
vector.<br>


      <br>


To render using a land class texture, use an integer land class value
from the table of values in the  Land Classification
section of the <a href="Terrain and Scenery.html">Terrain and Scenery</a> document.<br>


      <br>


To render with a custom texture, use the file name of the texture you
want to use.<br>


      <br>


To render with a different texture for each season and at night, use a
comma-separated list of texture file names in the following order: mild
winter, hard winter, spring, summer, fall, night.</td>


      <td>FSX shorelines - default shoreline( <b>Textures=l_tanrock_ns.bmp,l_tanrock_ns_hw.bmp,l_tanrock_ns.bmp,l_tanrock_ns.bmp,l_tanrock_ns.bmp</b>
)<br>


      <br>


FSX shorelines - generic river shoreline( <b>Textures=r_tanrock_ns.bmp,r_tanrock_ns_hw.bmp,r_tanrock_ns.bmp,r_tanrock_ns.bmp,r_tanrock_ns.bmp</b>
)<br>


      <br>


FSX shorelines - generic ocean shoreline( <b>Textures=o_tansand_ls.bmp</b>
)<br>


      <br>


Stream Lines - stream lines / unknown / perennial( <b>Textures=RiverSU.bmp</b>
)<br>


      <br>


Ocean Shorelines - Perennial - ocean / white sand / perennial( <b>Textures=o_whitesand_ls.bmp</b>
)<br>


      <br>


Ocean Shorelines - Perennial - ocean / black sand / perennial( <b>Textures=o_blacksand_ls.bmp,o_blacksand_ls_hw.bmp,o_blacksand_ls.bmp,o_blacksand_ls.bmp,o_blacksand_ls.bmp</b>
)<br>


      <br>


Ocean Shorelines - Perennial - ocean / urban / perennial( <b>Textures=o_tanrock_ls.bmp,o_tanrock_ls_hw.bmp,o_tanrock_ls.bmp,o_tanrock_ls.bmp,o_tanrock_ls.bmp</b>
)<br>


      <br>


Ocean Shorelines - Perennial - ocean / ice / perennial( <b>Textures=o_ice_ns.bmp</b>
)<br>


      <br>


Ocean Shorelines - Perennial - ocean / swamp / perennial( <b>Textures=l_swamp_p.bmp</b>
)<br>


      <br>


Ocean Shorelines - Non Perennial - ocean / white sand / non-perennial( <b>Textures=rbankNPwi.bmp,rbankNPhw.bmp,rbankNPsu.bmp,rbankNPsu.bmp,rbankNPsu.bmp</b>
)
      </td>


    </tr>


    <tr>


      <td>layout<br>


or<br>


type (legacy)<br>


      </td>


      <td>Layout of the texture, if the feature type is linear. &nbsp;If the feature type is not linear, the value entered is ignored.<br>
The legacy values are 1,2 and 3.<br>


See <a href="#Texture_Layout">diagrams</a> below.</td>


      <td>FSX shorelines - default shoreline( <b>Layout=3_PLUS_4</b>
)<br>


Hydro Polygons - Generic Lake - Perennial( <b>Layout=3_PLUS_1</b>
)<br>


Roads - gravel / 1 lane / divided median( <b>Layout=7_PLUS_4</b>
)
      </td>


    </tr>


    <tr>


      <td>stripwidthinmeters<br>
or<br>
size (legacy)</td>


      <td>The width of the texture strips in meters. The texture strips are shown in the  <a href="Terrain%20Configuration%20File.html#Texture_Layout">diagrams</a> below.<br>
      <br>
The legacy size property gives, in integer meters, the size of each texel.&nbsp;
The default value is 4 meters per texel.</td>


      <td>FSX shorelines - default shoreline( <b>Size=4</b>
)
      </td>


    </tr>


    <tr>


      <td>landclassremaptype<br>


or<br>


maskclassmap (legacy)</td>


      <td>Controls if and how vector features change the
underlying land class.&nbsp;
This attribute is useful, for example, to change forest to scrub when
power lines pass through the forest.&nbsp; The valid values are::<br>


      <span style="font-weight: bold;">none</span>,&nbsp;<span style="font-weight: bold;">cultural</span>,&nbsp;<span style="font-weight: bold;">airport</span> or <span style="font-weight: bold;">natural</span>. The legacy
values are 0,1,2 and 3.<br>


      <br>


Use <span style="font-weight: bold;">cultural</span>
for man-made line features like roads or power line corridors. Use <span style="font-weight: bold;">airport</span> for airport
skirting&nbsp;polygons. Use <span style="font-weight: bold;">natural</span>
for natural line features like shorelines and streams.</td>


      <td>FSX shorelines - default shoreline( <b>LandClassRemapType=natural</b>
)<br>


Airport Backgrounds (FSX) - MaskClassMap only( <b>LandClassRemapType=airport</b>
)<br>


Airport Backgrounds (FSX) - Flatten only( <b>LandClassRemapType=none</b>
)<br>


Roads - concrete / 1 lane / divided median( <b>LandClassRemapType=cultural</b>
)
      </td>


    </tr>


    <tr>


      <td>renderpriority</td>


      <td>If there are overlapping areas the lowest priority
textures are rendered first, and the highest priority textures are
rendered last, and are therefore most likely to appear.</td>


      <td>FSX shorelines - default shoreline( <b>RenderPriority=11000</b>
)<br>


Hydro Polygons - Generic Lake - Perennial( <b>RenderPriority=20000</b>
)<br>


Airport Backgrounds (FSX) - MaskClassMap only( <b>RenderPriority=80000</b>
)<br>


Hydro Polygons - Generic River - Perennial( <b>RenderPriority=21000</b>
)<br>


FSX shorelines - generic canal/channel shoreline( <b>RenderPriority=10000</b>
)<br>


Stream Lines - stream lines / unknown / perennial( <b>RenderPriority=50000</b>
)<br>


Stream Lines - stream lines / unknown / non-perennial( <b>RenderPriority=51000</b>
)<br>


Roads - concrete / 1 lane / divided median( <b>RenderPriority=40000</b>
)<br>


Parks - City Park( <b>RenderPriority=70000</b> )<br>


Misc vector types - railroad( <b>RenderPriority=30000</b>
)
      </td>


    </tr>


    <tr>


      <td><a name="olsonlandclass"></a>olsonlandclass</td>


      <td>One of the <a href="#landclasses">[landclasses]</a>
list of constants.</td>


      <td>Hydro Polygons - Generic Lake - Perennial( <b>OlsonLandClass=OCEAN_SEA_LARGE_LAKE</b>
)<br>


Parks - City Park( <b>OlsonLandClass=PARK</b> )<br>


Parks - Grass Park( <b>OlsonLandClass=GRASS</b> )<br>


Parks - Golf Course( <b>OlsonLandClass=GOLF_COURSE</b> )<br>


Parks - Cement Park( <b>OlsonLandClass=CEMENT</b> )<br>


Parks - Tan Sand Beach Park( <b>OlsonLandClass=TAN_SAND_BEACH</b>
)<br>


Parks - Black Sand Beach Park( <b>OlsonLandClass=BLACK_SAND_BEACH</b>
)
      </td>


    </tr>


    <tr>


      <td>flattenmode</td>


      <td>Flattening to appy. One of: <span style="font-weight: bold;">none</span>, <span style="font-weight: bold;">flat</span>, <span style="font-weight: bold;">offset</span> or <span style="font-weight: bold;">slope</span>.<br>


      <br>
If <span style="font-weight: bold;">none</span> is entered, then no flattening is applied.<br>
      <br>
If <span style="font-weight: bold;">flat</span> is entered, the region underneath the vector object (such as a road or railway line) will be flattened.<br>
      <br>


If <span style="font-weight: bold;">offset</span>
is entered, then &nbsp;an entry should be made for
flattenoffsetmeters, which raises or lowers the terrain for the vector object.<br>
      <br>
If <span style="font-weight: bold;">slope</span> is entered, then the
program will look for &nbsp;a slope attribute to the vector data, and
apply that slope (for example, the gradient of a river) to the terrain.</td>


      <td>Hydro Polygons - Generic Lake - Perennial( <b>FlattenMode=slope</b>
)<br>


Airport Backgrounds (FSX) - MaskClassMap only( <b>FlattenMode=none</b>
)<br>


Airport Backgrounds (FSX) - Flatten only( <b>FlattenMode=flat</b>
)<br>


Stream Lines - stream lines / unknown / perennial( <b>FlattenMode=offset</b>
)
      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">flattenoffsetmeters</td>


      <td align="undefined" valign="undefined">Specifies
whether to&nbsp;raise or lower the terrain mesh beneath the
vector.&nbsp;To lower a streambed below the surrounding terrain,
specify a negative integer in meters.&nbsp; The default value is
zero, which prevents the vector from having any effect on the elevation
of the terrain mesh.</td>


      <td align="undefined" valign="undefined">Stream
Lines - stream lines / unknown / perennial( <b>FlattenOffsetMeters=-1</b>
)</td>


    </tr>


    <tr>


      <td>flattenpriority</td>


      <td>If there are overlapping areas when rendering terrain,
the highest priority flattening procedures are executed first, and once
a pixel has been adjusted, it cannot be adjusted again by a lower
priority flattening mode. 0 is top priority. </td>


      <td>Hydro Polygons - Generic Lake - Perennial( <b>FlattenPriority=20000</b>
)<br>


Airport Backgrounds (FSX) - Flatten only( <b>FlattenPriority=10000</b>
)<br>


Hydro Polygons - Generic River - Perennial( <b>FlattenPriority=21000</b>
)<br>


Stream Lines - stream lines / unknown / perennial( <b>FlattenPriority=50000</b>
)<br>


Stream Lines - stream lines / unknown / non-perennial( <b>FlattenPriority=51000</b>
)<br>


Roads - concrete / 1 lane / divided median( <b>FlattenPriority=40000</b>
)<br>


Legacy Airport Backgrounds (obsolete) - Unknown( <b>FlattenPriority=11000</b>
)<br>


Misc vector types - railroad( <b>FlattenPriority=30000</b>
)
      </td>


    </tr>


    <tr>


      <td>water</td>


      <td>Set to True if the texture is a water polygon (non-linear) feature.</td>


      <td>Hydro Polygons - Generic Lake - Perennial( <b>Water=Yes</b>
)
      </td>


    </tr>


    <tr>


      <td>effect</td>


      <td>An attached special effect. Any of the special effects (.fx files) in the <span style="font-style: italic;">effects</span> directory can be entered here.</td>


      <td>FSX shorelines - generic ocean shoreline( <b>Effect=wavecontroller</b>
)<br>


Ocean Shorelines - Perennial - ocean / urban / perennial( <b>Effect=lakewavecontroller</b>
)
      </td>


    </tr>


    <tr>


      <td>legacyid</td>


      <td>This entry is used to support legacy vector data, and should not be used for new additions to this file.</td>


      <td>Stream Lines - stream lines / unknown / perennial( <b>LegacyId=1024</b>
)<br>


Stream Lines - stream lines / unknown / non-perennial( <b>LegacyId=1025</b>
)<br>


Ocean Shorelines - Perennial - ocean / white sand / perennial( <b>LegacyId=1026</b>
)<br>


Ocean Shorelines - Perennial - ocean / tan sand / perennial( <b>LegacyId=1027</b>
)<br>


Ocean Shorelines - Perennial - ocean / black sand / perennial( <b>LegacyId=1028</b>
)<br>


Ocean Shorelines - Perennial - ocean / urban / perennial( <b>LegacyId=1029</b>
)<br>


Ocean Shorelines - Perennial - ocean / harbor / perennial( <b>LegacyId=1030</b>
)<br>


Ocean Shorelines - Perennial - ocean / ice / perennial( <b>LegacyId=1031</b>
)<br>


Ocean Shorelines - Perennial - ocean / bank / perennial( <b>LegacyId=1032</b>
)<br>


Ocean Shorelines - Perennial - ocean / swamp / perennial( <b>LegacyId=1033</b>
)
      </td>


    </tr>


    <tr>


      <td>vectorautogen</td>


      <td>Use VectorAutogen to optionally select a class of
Autogen to apply to the vector.&nbsp; By default, no Autogen is
applied to the vector.&nbsp; To apply Autogen, set the value of
VectorAutogen to one of the Autogen guid values defined by an
[Autogen.id.type.variant] section of terrain.cfg, see the <a href="#Vector_Autogen">example</a> below.<br>


      <br>


The legacy use of this property was to enter the id of the [autogen]
entry.</td>


      <td>Roads - concrete / 2 lanes / divided median( <b>VectorAutogen={81F596DE-70CF-DC43-BFCC-6F64A456DB23}
(Medium road with light poles and telephone poles)</b> )<br>


Roads - concrete / 4 lanes / divided median( <b>VectorAutogen={24A157E8-59BA-7748-AB32-7A688036A873}
(Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights)</b> )<br>


Roads - concrete / 2 lanes / undivided median( <b>VectorAutogen={B4011B59-8B6B-C446-B79D-A9DA97AC3C05}
(Small road with telephone poles only)</b> )<br>


Roads - concrete / 6 lanes / undivided median( <b>VectorAutogen={1D64764E-9F03-894D-AA40-847233974C2C}
(Small highway with road signs and generic signs and light poles)</b>
)<br>


Roads - concrete / 10 lanes / undivided median( <b>VectorAutogen={079F0A35-198F-AC4B-B5BF-BD27A1462736}
(Large highway with road signs and generic signs and large billboards)</b>
)<br>


Misc vector types - utility( <b>VectorAutogen={12F31285-6183-284D-AE9E-E0D27715E792}
(utility lines)</b> )<br>


Misc vector types - railroad bridges( <b>VectorAutogen={6DF183A5-1F4A-9C46-B708-A24D772FC75A}
(Railroad Bridge 2 (aka gen_bridge05))</b> )<br>


road bridges - concrete / 1 lane / divided median( <b>VectorAutogen={A00A11AA-0376-3E47-84CB-9B5B5BD9001D}
(Covered Dirt Road Bridge - gen_bridge06)</b> )<br>


road bridges - concrete / 2 lanes / divided median( <b>VectorAutogen={3A7D8E2E-CEB9-1C4C-8F72-B6F3CABA72A5}
(Dual Other Concrete Bridges - ConcreteBridge1)</b> )<br>


road bridges - concrete / 2 lanes / undivided median( <b>VectorAutogen={4AF057F7-FB9F-3843-A83C-D9030DCEACFF}
(Single 4 lane bridge - gen_bridge01)</b> )
      </td>


    </tr>


    <tr>


      <td>rendertotexture</td>


      <td>Controls whether to render the vector into the terrain
texture.&nbsp; The default is True, which enables rendering.&nbsp;
Set this to False with an appropriate value for landclassremaptype if you want the
vector to affect the underlying land class without directly rendering
into the terrain texture.&nbsp; For example, power lines corridors
use the footprint of utilitymask.bmp to change the underlying land
class.</td>


      <td>Misc vector types - utility( <b>RenderToTexture=No</b>
)
      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">excludeautogen</td>


      <td align="undefined" valign="undefined">If
set to True, prevents Autogen objects (trees, poles etc) from appearing on top
of the texture.&nbsp; The default value is True.</td>


      <td align="undefined" valign="undefined">No
examples.</td>


    </tr>


  
  </tbody>
</table>


<br>


<h5><a name="Vector_Autogen"></a>Vector Autogen</h5>


In addition to mapping terrain texture information to vector data, the
config file provides a mapping for vector-based Autogen. This
technology enables automatic placement of items along vector data, such
as power lines or fences. Consider the goal of placing telephone poles
along a 2 lane road. The following entries in the terrain.cfg file
demonstrate this process:<br>


<br>


<table class="T1" border="1" cellpadding="2" cellspacing="2">


  <tbody>


    <tr>


      <td align="undefined" valign="undefined">
      
      <h5>Texture</h5>


      </td>


      <td align="undefined" valign="undefined">
      
      <h5>Autogen</h5>


      </td>


    </tr>


    <tr>


      <td style="font-weight: bold;" align="undefined" valign="undefined">// Roads - concrete / 2 lanes / divided
median<br>


[Texture.140]<br>


Name=Roads_Concrete_2_Lanes_Divided_Median<br>


Color=FFC00000<br>


guid={45E8A320-C85B-4FE7-BDB6-29C331C48AA8}<br>


LegacyId=1138<br>


Textures=hiwaysu.bmp, hiwayhw.bmp, hiwaysu.bmp, hiwaysu.bmp, hiwaysu.bmp, hiwaylm.bmp<br>


Layout=3_PLUS_4<br>


Size=4<br>


FlattenMode=flat<br>


FlattenPriority=40000<br>


LandClassRemapType=cultural<br>
      <span style="font-style: italic;">

VectorAutogen={81F596DE-70CF-DC43-BFCC-6F64A456DB23}</span> (Medium road with
light poles and telephone poles)<br>


RenderPriority=40000</td>


      <td align="undefined" valign="undefined"><span style="font-weight: bold;">// Medium road with light poles
and telephone poles</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">[Autogen.3.0.0]</span><br style="font-weight: bold;">


      <span style="font-weight: bold; font-style: italic;">guid={81F596DE-70CF-DC43-BFCC-6F64A456DB23}</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">LegacyId=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">AutoObject={46F3D6CB-4270-4373-AEE9-89FB38462EA9}
(ag_telephonepole)</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ObjectSize=219</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ExclusionWidth=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ClipData=Yes</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Offset=15</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Density=95</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">MinAutogenDensity=20</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">PlaceOnWater=No</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">RandomHeading=No</span></td>


    </tr>


  
  </tbody>
</table>


<br>
Note in the mapping of the texture data the
VectorAutogen GUID and the [Autogen] GUID are identical, both shown in
italic above.&nbsp;As a consequence, all vector data mapping two
lane roads to texture id 140 will also have telephone poles running
alongside the road.<br>


<br>


<h5><a name="Texture_Layout"></a>Texture Layout</h5>


The texture file layout can be one of the following three types,
identified by the layout property.<br>


<br>


<table style="text-align: left; width: 800px;" border="1" cellpadding="2" cellspacing="2">


  <tbody>


    <tr>


      <td align="undefined" valign="undefined">
      
      <h5>Layout</h5>


      </td>


      <td align="undefined" valign="undefined">
      
      <h5>Description</h5>


      </td>


      <td align="undefined" valign="undefined">
      
      <h5>Example</h5>


      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">VECTOR_TEXTURE_LAYOUT_3_PLUS_1</td>


      <td align="undefined" valign="undefined">Four
vertical strips</td>


      <td align="undefined" valign="undefined"><img src="Terrain Images/RYGB.jpg"></td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">VECTOR_TEXTURE_LAYOUT_3_PLUS_4</td>


      <td align="undefined" valign="undefined">Three
vertical strips and one strip with four subdivisions: one half, one
quarter, and two one eigth sections.</td>


      <td align="undefined" valign="undefined"><img src="Terrain Images/RYGB2.jpg"></td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">VECTOR_TEXTURE_LAYOUT_7_PLUS_4</td>


      <td align="undefined" valign="undefined">Seven
vertical strips and one strip with four subdivisions: one half, one
quarter, and two one eigth sections.</td>


      <td align="undefined" valign="undefined"><img src="Terrain Images/RYGB3.jpg"></td>


    </tr>


  
  </tbody>
</table>


<h4><a name="autogen.id.type.variant"></a>[autogen.id.type.variant]</h4>


An autogen entry is used to add one type of object (telephone poles, fences, and
so on) to vector data.<br>



Each autogen entry has an id, type and variant number in its title.
<br>
<br>


<table style="text-align: left; width: 800px;" border="1" cellpadding="2" cellspacing="2">


  <tbody>


    <tr>


      <td align="undefined" valign="undefined">
      
      <h5>Property</h5>


      </td>


      <td align="undefined" valign="undefined">
      
      <h5>Description</h5>


      </td>


      <td align="undefined" valign="undefined">
      
      <h5>Example</h5>


      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">id</td>


      <td align="undefined" valign="undefined">ID
number of the object. This number is only used to help organize the entries within this configuration file.</td>


      <td align="undefined" valign="undefined"><span style="font-weight: bold;">// Telephone Lines<br>
[Autogen.13.0.0]<br>
guid={2727330E-C355-B743-9174-E0097031523A}<br>
LegacyId=13<br>
AutoObject={AB068666-D8E8-486B-90D6-164C45557688} (ag_genericsign)<br>
ObjectSize=1000<br>
ExclusionWidth=3<br>
ClipData=Yes<br>
Offset=20<br>
Density=95<br>
MinAutogenDensity=20<br>
PlaceOnWater=No<br>
RandomHeading=No</span><span style="font-weight: bold;"></span><span style="font-weight: bold;"><br>
      </span><span style="font-weight: bold;"></span></td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">type</td>


      <td align="undefined" valign="undefined">An
extra identifier that allows mulitple [autogen] entries&nbsp;to
be&nbsp;associated with a single texture. In the example shown, both
light poles and telephone poles are added to the road texture
identified by the guid.</td>


      <td align="undefined" valign="undefined"><span style="font-weight: bold;">//
Medium road with light poles and telephone poles</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">[Autogen.3.0.0]</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">guid={81F596DE-70CF-DC43-BFCC-6F64A456DB23}</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">LegacyId=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">AutoObject={46F3D6CB-4270-4373-AEE9-89FB38462EA9}
(ag_telephonepole)</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ObjectSize=219</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ExclusionWidth=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ClipData=Yes</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Offset=15</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Density=95</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">MinAutogenDensity=20</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">PlaceOnWater=No</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">RandomHeading=No<br>
      <br>
      </span><span style="font-weight: bold;">// Medium road with
light poles and telephone poles</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">[Autogen.3.1.0]</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">guid={81F596DE-70CF-DC43-BFCC-6F64A456DB23}</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">LegacyId=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">AutoObject={47C97CED-C4E6-4E4B-8E9F-B110989EEA62}
(ag_lightpole)</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ObjectSize=173</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ExclusionWidth=3</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">ClipData=Yes</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Offset=-15</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">Density=90</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">MinAutogenDensity=20</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">PlaceOnWater=No</span><br style="font-weight: bold;">


      <span style="font-weight: bold;">RandomHeading=No</span><br>
      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">variant</td>


      <td align="undefined" valign="undefined">This can be used to
add some randomness to entries. [autogen] entries with identical id and
type numbers, can have several different variants. In this case one of
the variants will be chosed at random.</td>


      <td align="undefined" valign="undefined"><span style="font-weight: bold;">// Railroad Bridge 1 (aka gen_bridge02)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">[Autogen.12.0.0]</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">guid={6DF183A5-1F4A-9C46-B708-A24D772FC75A}</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">LegacyId=12</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">AutoObject={18B41D45-749E-47F8-B6E5-133835D7CD57} (gen_bridge02_2)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">AutoObjectEnd={9ED413C1-90DF-4635-84C9-FD3EDA671CFB} (gen_bridge02)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ObjectSize=50</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ObjectEndSize=100</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ExclusionWidth=30</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ClipData=No</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">Offset=0</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">Density=100</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">MinAutogenDensity=20</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">PlaceOnWater=Yes</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">RandomHeading=No</span><br>
      <br>
      <span style="font-weight: bold;">// Railroad Bridge 2 (aka gen_bridge05)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">[Autogen.12.0.1]</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">guid={6DF183A5-1F4A-9C46-B708-A24D772FC75A}</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">LegacyId=12</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">AutoObject={5C0F70DA-FE09-4C3E-A2E7-2737EC700422} (gen_bridge05_2)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">AutoObjectEnd={193A2264-53EC-464E-B139-6B790D9F92AE} (gen_bridge05)</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ObjectSize=25</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ObjectEndSize=50</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ExclusionWidth=30</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">ClipData=No</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">Offset=0</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">Density=100</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">MinAutogenDensity=20</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">PlaceOnWater=Yes</span><br style="font-weight: bold;">
      <span style="font-weight: bold;">RandomHeading=No</span></td>


    </tr>


  
  </tbody>
</table>


<br>
The properties of each [autogen] entry are as follows:<br>
<br>


<table class="T1" cellpadding="2" cellspacing="4">


  <tbody>


    <tr>


      <td>
      
      <h5>Property </h5>


      </td>


      <td>
      
      <h5>Description </h5>


      </td>


      <td>
      
      <h5>Examples</h5>


      </td>


    </tr>


    <tr>


      <td>guid</td>


      <td>GUID identifying this [autogen] entry.</td>


      <td>utility lines( <b>guid={12F31285-6183-284D-AE9E-E0D27715E792}</b>
)<br>


test bridge data( <b>guid={697FA56E-86E0-7444-9F13-28B0A138CA6D}</b>
)<br>


Small road with telephone poles only( <b>guid={B4011B59-8B6B-C446-B79D-A9DA97AC3C05}</b>
)<br>


Medium road with light poles and telephone poles( <b>guid={81F596DE-70CF-DC43-BFCC-6F64A456DB23}</b>
)<br>


Small highway with road signs and generic signs and light poles( <b>guid={1D64764E-9F03-894D-AA40-847233974C2C}</b>
)<br>


Large highway with road signs and generic signs and large billboards( <b>guid={079F0A35-198F-AC4B-B5BF-BD27A1462736}</b>
)<br>


Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights( <b>guid={24A157E8-59BA-7748-AB32-7A688036A873}</b>
)<br>


Covered Dirt Road Bridge - gen_bridge06( <b>guid={A00A11AA-0376-3E47-84CB-9B5B5BD9001D}</b>
)<br>


Dual Other Concrete Bridges - ConcreteBridge1( <b>guid={3A7D8E2E-CEB9-1C4C-8F72-B6F3CABA72A5}</b>
)<br>


Dual 4 lane bridge - gen_bridge01( <b>guid={B266DC59-5C89-6F43-B284-EF472614ADE9}</b>
)
      </td>


    </tr>


    <tr>


      <td>legacyid</td>


      <td>This is used only to reference legacy vector data, and should not be used for new [autogen] entries.</td>


      <td>utility lines( <b>LegacyId=0</b> )<br>


test bridge data( <b>LegacyId=1</b> )<br>


Small road with telephone poles only( <b>LegacyId=2</b> )<br>


Medium road with light poles and telephone poles( <b>LegacyId=3</b>
)<br>


Small highway with road signs and generic signs and light poles( <b>LegacyId=4</b>
)<br>


Large highway with road signs and generic signs and large billboards( <b>LegacyId=5</b>
)<br>


Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights( <b>LegacyId=6</b>
)<br>


Covered Dirt Road Bridge - gen_bridge06( <b>LegacyId=7</b>
)<br>


Dual Other Concrete Bridges - ConcreteBridge1( <b>LegacyId=8</b>
)<br>


Dual 4 lane bridge - gen_bridge01( <b>LegacyId=9</b> )
      </td>


    </tr>


    <tr>


      <td>autoobject</td>


      <td>GUID of the primary object to place along the vector.</td>


      <td>utility lines( <b>AutoObject={54382EC5-B1BD-4A43-AA1A-4F5F529356C3}
(gen_powertower01)</b> )<br>


test bridge data( <b>AutoObject={D9AAAE37-38B7-4694-AAD2-19ED06531A10}
(concretebridge1b)</b> )<br>


Small road with telephone poles only( <b>AutoObject={46F3D6CB-4270-4373-AEE9-89FB38462EA9}
(ag_telephonepole)</b> )<br>


Medium road with light poles and telephone poles( <b>AutoObject={47C97CED-C4E6-4E4B-8E9F-B110989EEA62}
(ag_lightpole)</b> )<br>


Small highway with road signs and generic signs and light poles( <b>AutoObject={AB068666-D8E8-486B-90D6-164C45557688}
(ag_genericsign)</b> )<br>


Large highway with road signs and generic signs and large billboards( <b>AutoObject={84744A27-000A-447B-AF09-DFACA7D0F2B2}
(ag_roadsign)</b> )<br>


Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights( <b>AutoObject={F64A1A40-27FF-42AE-B547-50E20D481F33}
(ag_largebillboard)</b> )<br>


Covered Dirt Road Bridge - gen_bridge06( <b>AutoObject={C9775C1F-1E3E-4856-A416-34ADEFC096B6}
(gen_bridge06_2)</b> )<br>


Small Concrete Bridge - gen_bridge03( <b>AutoObject={DD021EE7-A57B-441F-A035-6EDB24CDE104}
(gen_bridge03_2)</b> )<br>


Dual Hiway Bridge - gen_bridge07( <b>AutoObject={18B2918F-11D1-497C-B5C0-A2F26263E565}
(gen_bridge07_2)</b> )
      </td>


    </tr>


    <tr>


      <td>objectsize</td>


      <td>Spacing between objects along the vector (in integer
meters).<br>


      </td>


      <td>utility lines( <b>ObjectSize=600</b> )<br>


test bridge data( <b>ObjectSize=30</b> )<br>


Small road with telephone poles only( <b>ObjectSize=200</b>
)<br>


Medium road with light poles and telephone poles( <b>ObjectSize=219</b>
)<br>


Small highway with road signs and generic signs and light poles( <b>ObjectSize=208</b>
)<br>


Large highway with road signs and generic signs and large billboards( <b>ObjectSize=511</b>
)<br>


Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights( <b>ObjectSize=623</b>
)<br>


Covered Dirt Road Bridge - gen_bridge06( <b>ObjectSize=10</b>
)<br>


Small Concrete Bridge - gen_bridge03( <b>ObjectSize=12</b>
)<br>


Dual Hiway Bridge - gen_bridge07( <b>ObjectSize=40</b> )
      </td>


    </tr>


    <tr>


      <td>exclusionwidth</td>


      <td>Optional width (in integer meters) of the Autogen
exclusion zone on either side of the vector.<br>


Default is 0.</td>


      <td>utility lines( <b>ExclusionWidth=20</b> )<br>


test bridge data( <b>ExclusionWidth=30</b> )<br>


Small road with telephone poles only( <b>ExclusionWidth=3</b>
)
      </td>


    </tr>


    <tr>


      <td>clipdata</td>


      <td>Boolean flag that determines whether the object should
be clipped between cells.&nbsp; Must be False f<span style="font-weight: bold;"></span>or anything with
end objects (bridges). Default is False.</td>


      <td>utility lines( <b>ClipData=Yes</b> )<br>


test bridge data( <b>ClipData=No</b> )
      </td>


    </tr>


    <tr>


      <td>offset</td>


      <td>Lateral offset (in integer meters) of the objects from
the centerline of the vector.&nbsp; Can be used to place objects beside a road like
billboards.<br>


Default is 0.<br>


      </td>


      <td>utility lines( <b>Offset=0</b> )<br>


Small road with telephone poles only( <b>Offset=15</b> )<br>


Medium road with light poles and telephone poles( <b>Offset=-15</b>
)<br>


Large highway with road signs and generic signs and large billboards( <b>Offset=20</b>
)<br>


Large divided highway with road signs and generic signs and large
billboards and median barrrier and middle lights( <b>Offset=-20</b>
)
      </td>


    </tr>


    <tr>


      <td>density</td>


      <td>This is the percentage of objects to place.&nbsp;
Unless set to 100, this number is further modified by the Autogen
density slider.&nbsp; For example, if Density=50 and the Autogen
slider is set to 50%, then only 25% of the objects will be placed in
the world and 75% will be ignored.&nbsp; However, if Density=100
then all of the objects will be place in the world regardless of the
position of the Autogen slider.</td>


      <td>utility lines( <b>Density=100</b> )<br>


Small road with telephone poles only( <b>Density=95</b> )<br>


Medium road with light poles and telephone poles( <b>Density=90</b>
)<br>


Small highway with road signs and generic signs and light poles( <b>Density=80</b>
)
      </td>


    </tr>


    <tr>


      <td>minautogendensity</td>


      <td>This setting determines the minimum position of the
Autogen density slider (as a percentage) for this object to
appear.&nbsp; If the slider is below this value, then no objects of
this type will be placed in the world.<br>


Default is 100.</td>


      <td>utility lines( <b>MinAutogenDensity=20</b>
)
      </td>


    </tr>


    <tr>


      <td>placeonwater</td>


      <td>Boolean flag that determines whether this type of
object can be placed on water. Default is False.</td>


      <td>utility lines( <b>PlaceOnWater=No</b> )<br>


test bridge data( <b>PlaceOnWater=Yes</b> )
      </td>


    </tr>


    <tr>


      <td>randomheading</td>


      <td>Set to True <span style="font-weight: bold;"></span>to
randomly rotate the heading of each model instance. Default is False. The random rotation is from zero to 360 degrees.<span style="font-weight: bold;"></span></td>


      <td>utility lines( <b>RandomHeading=No</b> )
      </td>


    </tr>


    <tr>


      <td>autoobjectend</td>


      <td>Optional GUID of an endpoint object to use at the ends
of each vector. Typically used for bridges.</td>


      <td>test bridge data( <b>AutoObjectEnd={3216F40B-0F54-434D-9B2C-73A0FEED7F08}
(concretebridge1a)</b> )<br>


Covered Dirt Road Bridge - gen_bridge06( <b>AutoObjectEnd={B2B05BE7-7DAF-4B92-8F92-50F19F14CC50}
(gen_bridge06)</b> )<br>


Small Concrete Bridge - gen_bridge03( <b>AutoObjectEnd={B0013E7C-FEA9-4A90-B576-A9B051DD5B41}
(gen_bridge03)</b> )<br>


Dual Hiway Bridge - gen_bridge07( <b>AutoObjectEnd={2D7D189A-F0E5-43F3-B73F-D075F84E7A6B}
(gen_bridge07)</b> )<br>


Dual new 4 lane bridge - gen_bridge08( <b>AutoObjectEnd={DA002E64-342C-4742-B70D-96DC569C0B60}
(gen_bridge08)</b> )<br>


Dual 4 lane bridge - gen_bridge01( <b>AutoObjectEnd={BBF02CA5-90FC-4DA8-8892-42D0AC74B80D}
(gen_bridge01)</b> )<br>


Railroad Bridge 1 (aka gen_bridge02)( <b>AutoObjectEnd={9ED413C1-90DF-4635-84C9-FD3EDA671CFB}
(gen_bridge02)</b> )<br>


Railroad Bridge 2 (aka gen_bridge05)( <b>AutoObjectEnd={193A2264-53EC-464E-B139-6B790D9F92AE}
(gen_bridge05)</b> )
      </td>


    </tr>


    <tr>


      <td>objectendsize</td>


      <td>Spacing between an endpoint object and the other
objects along the vector (in integer meters).</td>


      <td>test bridge data( <b>ObjectEndSize=30</b> )<br>


Covered Dirt Road Bridge - gen_bridge06( <b>ObjectEndSize=17</b>
)<br>


Small Concrete Bridge - gen_bridge03( <b>ObjectEndSize=38</b>
)<br>


Dual Hiway Bridge - gen_bridge07( <b>ObjectEndSize=120</b>
)<br>


Dual new 4 lane bridge - gen_bridge08( <b>ObjectEndSize=60</b>
)<br>


Dual 4 lane bridge - gen_bridge01( <b>ObjectEndSize=220</b>
)<br>


Railroad Bridge 1 (aka gen_bridge02)( <b>ObjectEndSize=100</b>
)<br>


Railroad Bridge 2 (aka gen_bridge05)( <b>ObjectEndSize=50</b>
)
      </td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">scale</td>


      <td align="undefined" valign="undefined">Scale
factor to apply to the model. Default is 1.0.</td>


      <td align="undefined" valign="undefined">No
examples.</td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">scalerange</td>


      <td align="undefined" valign="undefined">Randomly
modulate scale factor up to +/- ScaleRange. Default is 0.0.</td>


      <td align="undefined" valign="undefined">No
examples.</td>


    </tr>


    <tr>


      <td align="undefined" valign="undefined">placementrange</td>


      <td align="undefined" valign="undefined">Randomly
jitter the model placement up to +/- this many meters. Default is 0.0.</td>


      <td align="undefined" valign="undefined">No
examples.</td>


    </tr>


  
  </tbody>
</table>


<p style="text-align: center;"></p>


<p>&nbsp;</p>
<p align="center">&copy; 2006 Microsoft Corporation. All rights reserved. </p>
<p align="center">~~@~~ </p>
<p style="text-align: center;">&nbsp;</p>


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