This object controls the various environments on the map. Each square of the map is composed of a terrain (forest, desert, mountain) and an environment (Barren, Desert, Arctic). These 2 elements are combined together to get a grid of possibilities including weird combination:
Desert Desert (Yes, that is weird)
This is why the Environments are connected with the terrain types.
<DisplayName>: This is the name of the environment shown in the map editor.
<DisplayNameShort>: This is the name of the environment shown to the player during the game. If you do not want the environment to be displayed, you can simply write " ".
<Forest>: This is the <ForestType> object to be used when trees must be placed in that environment.
<SnowLevel>: This is the minimum height required before showing snow on the top of the mountains.
<WaterColor_RedChannel> & <WaterColor_GreenChannel> & <WaterColor_BlueChannel>: This is color modifications that can be done to the oceans. To leave the color intact, set all values at 1.0.
<CliffModelTexture>: Filename for the texture used on the side of the cliffs. There are 2 or 3 cliff texture available, located in "Elemental/gfx/cliffs".
<SnowcapTexture>: Filename of the texture used for painting snowcaps.
<ClothMapColor>: When an area change of environment, the cloth map takes a tint. For example, grasslands makes the cloth map green. This variable allow to set the color the cloth map will take. There is 4 values: Red,Green, Blue, Alpha. For example, it could look like this:
Note that in order for the tint to appear, you must set the cloth map color in the game option to a high value. Else you will not see much.
Tricks and Tips
Removing Environments: Removing environments will make the game crash, so if you want to make environment dissapears, you must replace them with something else. The task must be done in 2 steps. First replace the content of the <EnvironmentType> object you do not like with the content of another <EnvironmentType> object that you like. For me, I decided to copy the grassland environment everywhere.
Then you need to modify the <TerrainType> Objects. See that object's page for more information.
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