The flora and sky configuration files have a light_map section, specifying the settings for how the respective element should have light applied to it.
For more details, see the document Client Programming Guide's section 3D Engine (Moo) → Features → Lighting.
The grammar for the LightMapSection is described below:
<light_map> <material>file
<material> <width>integer
<width> <height>integer
<height> <timeToleranceInSecs>integer
<timeToleranceInSecs> ?<textureFeedName>string
<textureFeedName> <effectTextureName>string
<effectTextureName> <effectTransformName>string
<effectTransformName> </light_map>
Grammar of LightMapSection
in <flora>
.xml and
<sky>
.xml
The list below describes the tags in LightMapSection:
-
effectTextureName
Name of the automatic Effect variable that this light map's Texture property will be exposed to the effect files as.
-
effectTransformName
Name of the automatic Effect variable that this light map's World to Texture Transform will be exposed to the effect files as.
-
height
Height of the light map in pixels. This should usually have the same value as <width>.
-
material
Effect material file that the engine will use to draw the light map.
-
textureFeedName
Texture name. Light maps are registered as texture feeds, and this entry specifies the name of the texture feed.
-
timeToleranceSecs
Delay in seconds of game time between light map updates. Set this to 0 to update the light map for every frame.
-
width
Width of the light map in pixels