This text was supplied by Michel Verheughe michel@online.no

"Unofficial" texts are member contributions that have not yet been discussed or approved by the ESP community.

Working with the ESP texture definitions.

The ESP texture definitions are based on two observations:

- 100 textures is not enough to define all the world's terrain at all
seasons.

- 4661 polygons per file cannot be textured manually.


The definitions are therefore made to be adapted for different types of
terrain and to be - as much as possible - placed by software. For the
time being, we use only 20 texture definitions.


The ESP textures "world" is divided in 3 "layers" called Top, Middle and
Low. In mountainous regions, they will be placed automatically by
software, depending on the altitude. In low regions, they will be placed
by type of terrain.

The Top region would typically be allocated to mountain tops. It could
be rocks or snowy rocks, depending of the season. It has an orientation
definition (vertical) that can be used to show erosion pattern. In low
regions, the textures can be used for special natural features where no
roads, rivers or man-made features are expected. It could be desert
area, sandy dunes or similar.

The Middle region is used as to show what is between mountain tops and
low land. It also has a vertical orientation that can be used for
erosion pattern. It would typically represent forests in regions that
have those.

It comes with two extra oriented textures that can be use for say,
forest roads.

The Low region is the main region. It is used in all places to show
man-made features like farmed land, villages and industrial area. It has
two extra textures that can be used for small roads, just like the
Middle texture but it doesn't has an "erosion" direction. It also has 4
textures that can be used for motorways.
Note that "roads" and "motorway" textures don't have to represent that
at all. These can be e.g. rivers, canals, railroads, or any other
pattern that can be handled by software according to their pattern
direction.

Two textures makes the coastal transition. The Coast Land texture should
show a beach, cliff, or rocks. The Coast Water texture should show
shallow water near the coast, where it is actual (shallow coast).
Both textures are to be placed by software.

In addition there is an Urban and an Industrial area. The Urban should
be used for towns and cities. The Industrial texture can be used for
refineries, industrial plants, port and airport terminal areas.

Last, an Alternative Water texture can be used to show another shade of
water than the default wat.bmp from X-plane.