// Instructions: // // Create a copy of this file and name it with a ".lak" extension. Example: TwinPineLake.lak // Edit the parameters in the .lak file to define your new lake and specify the files it uses. //######################################################## // General parameters: # //######################################################## // What is the name of the lake as it will appear in the game? name=My New Lake // Map size in feet. Original lakes use 6000 foot maps map_size=6000 // Name of grayscale bitmap (bmp) image file defining the height of the terrain (white is highest, black is lowest) heightfield_file=my_lake_heightfield.bmp // Landscape height multiplication factor. For 1 mile square 0.5 is fairly flat, 2.0 is quite steep landscape_height=1.0 // Approximate latitude of the lake (used for determining seasonal factors, water temperature, etc. 45 is upper Midwest, 28 is deep south latitude=40 // Approximate latitude of the lake (used for determining seasonal factors, water temperature, etc. -110 is West, -75 is East longitude=-90 // How abundant are trees on the shore? 1.0 is common, 0.1 is rare. Default value: 0 tree_concentration=1.0 // What percentage of the trees are pine? 0 to 100. Default value: 0 pine_tree_percentage=0 // How large are leafy trees on the shore? 1.0 is normal, 0.75 is unusually small. Default value: 1.0 deciduous_tree_size=1.0 // How large are pine trees on the shore? 1.0 is normal, 2.0 is extremely large (Redwood) pine_tree_size=1.0 // What is the minimum distance in feet above the water line for trees to grow? Default value is 0. min_tree_altitude=10 // How many feet from the east edge of the map is the bait shop and dock? shop_x=3000 // How many feet from the north edge of the map is the bait shop and dock? shop_z=3000 // Name of image of overall landscape texture. 1024x1024 color image. Used to give areas // lighting effects and to break up tile pattern of detailed textures. texture_file=MyNewLakeTexture.bmp // Number of feet from the lowest point on the map to the water level. If landscape height is 1.0 this will // be the approximate maximum depth of the the lake. water_altitude=30 // Number of feet it is possible to see through the water. 1.0 is very murky, 20.0+ is very clear. water_clarity=10 // Square image of water - Image must include alpha channel with circular mask, nearly transparent in // center, completely opaque on edges. Gives water its overall color: water_layer_file=water_layer_blue_gray.tga // Square image of water - Gives water surface its overall color: water_surface_file=water_layer_solid_blue_gray.bmp // Image of color of water as seen underwater - 16 pixels square, solid dark color: underwater_color_image=underwater.bmp //###################################################################### // Landscape texture parameters: # // Repeat this pair of parameters for each texture type (10 max) # //###################################################################### // The game comes with these tile textures: sandc_256.jpg,tile_pebbles.jpg,grass512.jpg,grass512dk.jpg,rocks512.jpg,mud_128.jpg,grass512md.jpg,cliff.bmp,desert.bmp,desert2.bmp splatting_layer_texture_file=mytexture.bmp // Name of color tile image of land type texture. Image must be square // and width should be a power of 2. // Name of grayscale image (1024x1024) showing areas to be covered with // this texture. White = 100% (obscures overall land texture), Black = 0% // Typical presence = 75% white splatting_layer_alpha_file=MyTextureAlphaMap.bmp // How many times does this texture tile repeat in 1/256th of the map? // Close-up details like grass usually use a value around 30. // Larger scaled textures like a cliff face usually use a value around 3. // A larger value makes a smaller texture. A stone texture with a scale of // 20 may look like boulders while the same texture with a scale of 80 would // look like pebbles. splatting_layer_scale=30 // Is this texture mud/soil? Only one texture can be identified as soil. // Aquatic vegetation will only grow on areas with a significant presence // of the soil texture. Yes or no splatting_layer_soil=no //###################################################################### // Vegetation and cover in the lake: # //###################################################################### // How abundant is cabbage (broad leaf submergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 cabbage_concentration=0 // How abundant is coontail (bottle-brush shaped submergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 coontail_concentration=0 // How abundant are fronds (long skinny strands of submergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 frond_concentration=0 // How abundant is grass (grass-like submergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 grass_concentration=0 // How abundant is milfoil (slightly bushy strands of submergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 milfoil_concentration=0 // How abundant are lilly pads (flat, floating emergent vegetation)? 1.0 is common, 0.1 is rare. Default value: 0 pad_concentration=0 // How abundant are reeds (tall grass like vegetation in very shallow water)? 1.0 is common, 0.1 is rare. Default value: 0 reed_concentration=0 // How abundant are logs in the lake? 1.0 is common, 0.1 is rare. Default value: 0 log_concentration=0 // How abundant are stumps in the lake? 1.0 is common, 0.1 is rare. Default value: 0 stump_concentration=0 // Are there boulders in the lake? Yes or no. Default value: no boulders=no // Does the lake have areas of rocky shoreline? Yes or no. Default value: no rocky_shore=no //###################################################################### // Fish Population parameters: # // Copy the following fish parameters for each species in the lake. # //###################################################################### // Name of a species included in lake. Values: bluegill,crappie,perch,walleye,pike,largemouth bass,smallmouth bass,rainbow trout,lake trout,muskie fish_species=largemouth bass // How abundant are the last named fish in the lake in relative terms? 1.0 is common. Default: 0 (not present) fish_density=1.0 // What's the maximum size of the last named fish in inches? fish_max_inches=24 // About how many of the last named fish are in the lake? For a typical lake on a 1 mile map 3000 fish is common. fish_population=3000 //###################################################################### // Sound parameters: # // Copy the following parameters for each sound heard at the lake. # // 30 sounds max. # //###################################################################### // The game comes with these wildlife sound files: Blackbird.wav,chickadee_1.wav,chickadee_2.wav,chickadee_3.wav,chickadee_4.wav,chickadee_5.wav,chickadee_6.wav,duck1.wav,duck2.wav,duck3.wav,duck4.wav,flicker.wav,frog1.wav,frog2.wav,frog3.wav,geese1.wav,geese2.wav,kingfisher.wav,loon1.wav,loon2.wav,nuthatch.wav,pheasant.wav,robin_1.wav,robin_2.wav,robin_3.wav,robin_4.wav,robin_5.wav,robin_6.wav,sparrow_1.wav,sparrow_2.wav,starling1.wav,starling2.wav,warbler1.wav,warbler2.wav,warbler3.wav,warbler4.wav // Name of sound file. Sound must be a PCM signed 16 bit mono wav file. sound_file=MySound.wav // Average number of seconds between times when last named sound plays: sound_frequency=60 // Can the sound be heard far from shore? Yes or No. Default is no. sound_open_water=no