As you should already know from Tile specification file the vegetation parameters are also part of the .cfl-file. However the vegetation used on each tile is usually set with the VegetEdit tool which comes with this SDK. Please see VegetEdit for a documentation on how to add vegetation to your track pieces.
Below is an explanation of the vegetation section just for the completeness of this paragraph:
Example file: streetb1.cfl (straight country road) |
Explanation |
------------------- VEGETATION ------------------- |
START OF VEGETATION SECTION |
|
blank line |
4 |
number of different vegetation groups used on this track piece |
|
blank line |
Next: 1 |
beginning of first vegetation group |
shrub1.veg # vegetation file |
file of vegetation type which should be used in this group |
1.00 # probability |
probability of vegetation group to appear in-game |
2 -10 # X/Z center position |
x/z-coordinates of group's center position in meters |
4 20 # X/Z placing extensions |
x/z-extends of vegetation group in meters |
-0.5 # Y center position |
y-position of group's center (“auto” for automatic y-placing) |
|
blank line |
Next: 2 |
beginning of second vegetation group |
... |
|
... |
|
... |
|
|
end of file |
You
can always take a look on how your vegetation will appear in-game by
using your .cfl-file with ShowCFL. (see ShowCFL for more info)