DarkTree Scales Version: 2.00 Modified: 05/14/2001 Author: Darkling Simulations // Scales is a 2D procedural Map which generates a scale pattern // that can be used for anything from armor to roof tiles. Pref_Map: Frame Rep_Frame: 1 Type: Color Source: TEXTURE Aspect_Width: 10 Aspect_Height: 10 Scale: 1 Unit_Scale: Meters Heading: 2.98023e-008 Pitch: 0 { Process 1 : Color_Convert Color { DarkData: 1, 2, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Background : Link_To 0 | Color 1 Color: } Process 2 : Color_Convert Color { DarkData: 2, 2, 200 Transform: Trans_0 : 1, 0, 0, -1.49012e-008 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -1.49012e-008 Common: Background : Link_To 0 | Color 2 Color: } Process 3 : Color_Convert Color { DarkData: 3, 2, 200 Transform: Trans_0 : 1, 0, 0, -1.49012e-008 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, -1.49012e-008 Common: Background : Link_To 0 | Color 3 Color: } Pattern 4 : Scales Color { DarkData: 0, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Width : 0.5 Height : 0.5 Depth : 0.5 Sharpness : Link_To 0 | Sharpness Edge_Width : Link_To 0 | Edge Width Overlap : Link_To 0 | Overlap Tilt : Link_To 7 | Percent Blend_Function : Link_To 5 | Percent Sampling_Options : NONE Mapping_Type : PLANAR_2D Color: Scale : Link_To 8 | Color Edge : Link_To 1 | Color } Generator 5 : Gain Function { DarkData: 1, 0, 200 Common: Input : 0 Frequency : 1 Amplitude : 0.5 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.5 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE Gain : Link_To 6 | Percent } Process 6 : Composite Percent { DarkData: 2, 0, 200 Transform: Trans_0 : 1, 0, 0, 0 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 0 Common: Blend_Function : 0.5 Mask : Link_To 0 | Blend Sharpness Invert : TRUE Percent: Percent_A : 0 Percent_B : 0.5 } Generator 7 : S_Curve Function { DarkData: 1, -1, 200 Common: Input : 0 Frequency : 2 Amplitude : 0.25 Phase_Amount : 0 Phase_Min : 0 Phase_Max : 1 Shift : 0.75 Upper_Clamp : 1 Lower_Clamp : 0 Invert : FALSE Reverse : FALSE Generator: Repeat_Flag : FALSE } Process 8 : HSV_Attractor Color { DarkData: 1, 1, 200 Transform: Trans_0 : 1, 0, 0, 1.49012e-008 Trans_1 : 0, 1, 0, 0 Trans_2 : 0, 0, 1, 1.49012e-008 Color: Background : Link_To 2 | Color Target : Link_To 3 | Color Hue_Invert : FALSE Sat_Invert : FALSE Val_Invert : FALSE Hue_Amount : Link_To 9 | Percent Sat_Amount : Link_To 9 | Percent Val_Amount : Link_To 9 | Percent } Control 9 : Randomizer Percent { DarkData: 2, 1, 200 Transform: Trans_0 : 1, 0, 0, 0.2 Trans_1 : 0, 1, 0, 0.2 Trans_2 : 0, 0, 1, 0 Common: Input_Seed : Link_To 0 | Random Seed Percent: Percent_Minimum : 0 Percent_Maximum : 1 } } Trigger_Bank: 1, 1 Tweaker { Tweak : IF_COLOR Tweak : Color 1 Tweak : 255, 255, 255 Tweak : IF_COLOR Tweak : Color 2 Tweak : 0, 0, 133 Tweak : IF_COLOR Tweak : Color 3 Tweak : 30, 223, 190 Tweak : IF_PERCENT Tweak : Edge Width Tweak : 0.353 Tweak : IF_PERCENT Tweak : Overlap Tweak : 0.25 Tweak : IF_PERCENT Tweak : Sharpness Tweak : 0.57 Tweak : IF_PERCENT Tweak : Blend Sharpness Tweak : 0.7 Tweak : IF_INT Tweak : Random Seed Tweak : 39 }