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	<id>https://fswiki.xpmodder.com/mw/index.php?action=history&amp;feed=atom&amp;title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca</id>
	<title>Rough Procedural Placement Forest Guide by Chubacca - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://fswiki.xpmodder.com/mw/index.php?action=history&amp;feed=atom&amp;title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca"/>
	<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;action=history"/>
	<updated>2026-05-13T23:33:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=160&amp;oldid=prev</id>
		<title>XPModder at 15:51, 28 January 2025</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=160&amp;oldid=prev"/>
		<updated>2025-01-28T15:51:50Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:51, 28 January 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Step 1: Verify Map.i3d Setup/Coding ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Step 1: Verify Map.i3d Setup/Coding ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{CollapsibleCode|code=&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;pre&amp;gt;&lt;/ins&gt;&amp;lt;ProceduralPlacement&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;Types&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;Types&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l169&quot;&gt;Line 169:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 169:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;/Rule&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;/Rule&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;/Rules&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;/Rules&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/ProceduralPlacement&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;gt;&amp;lt;/pre&lt;/ins&gt;&amp;gt;|heading=Below Scenes:}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Go to your map folder and ensure you have a &amp;#039;&amp;#039;&amp;#039;folder&amp;#039;&amp;#039;&amp;#039; within data named &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Go to your map folder and ensure you have a &amp;#039;&amp;#039;&amp;#039;folder&amp;#039;&amp;#039;&amp;#039; within data named &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=159&amp;oldid=prev</id>
		<title>XPModder at 15:50, 28 January 2025</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=159&amp;oldid=prev"/>
		<updated>2025-01-28T15:50:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en-GB&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:50, 28 January 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l169&quot;&gt;Line 169:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 169:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;/Rule&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;       &amp;lt;/Rule&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;/Rules&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;     &amp;lt;/Rules&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;  &lt;/del&gt;&amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Go to your map folder and ensure you have a &amp;#039;&amp;#039;&amp;#039;folder&amp;#039;&amp;#039;&amp;#039; within data named &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Go to your map folder and ensure you have a &amp;#039;&amp;#039;&amp;#039;folder&amp;#039;&amp;#039;&amp;#039; within data named &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
	<entry>
		<id>https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=158&amp;oldid=prev</id>
		<title>XPModder: Created page with &quot;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.  == Step 1: Verify Map.i3d Setup/Coding == Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed: {{CollapsibleCode|code=&lt;ProceduralPlacement&gt;     &lt;Types...&quot;</title>
		<link rel="alternate" type="text/html" href="https://fswiki.xpmodder.com/mw/index.php?title=Rough_Procedural_Placement_Forest_Guide_by_Chubacca&amp;diff=158&amp;oldid=prev"/>
		<updated>2025-01-28T15:49:39Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.  == Step 1: Verify Map.i3d Setup/Coding == Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed: {{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;     &amp;lt;Types...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;This guide outlines how to place forests using the Procedural Placement tool. Follow these steps carefully to ensure success. Note that it can be a bit tricky to figure out and setup, make sure to use a test map first, and you have a decent knowledge of the Editor.&lt;br /&gt;
&lt;br /&gt;
== Step 1: Verify Map.i3d Setup/Coding ==&lt;br /&gt;
Ensure your map.i3d file contains the following section. This will ensure you have the *basic* scripts needed:&lt;br /&gt;
{{CollapsibleCode|code=&amp;lt;ProceduralPlacement&amp;gt;&lt;br /&gt;
    &amp;lt;Types&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultFoliage&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultReference&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;defaultTexture&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultTexture&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;mediumTree&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;5&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;parentTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultFoliage&amp;quot; min=&amp;quot;0&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;6&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;7&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;20&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
      &amp;lt;Type name=&amp;quot;smallTrees&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;defaultReference&amp;quot; min=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;mediumTree&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;parentTrees&amp;quot; min=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Distance to=&amp;quot;smallTrees&amp;quot; min=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Type&amp;gt;&lt;br /&gt;
    &amp;lt;/Types&amp;gt;&lt;br /&gt;
    &amp;lt;Objects&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_AcreDetail&amp;quot; foliageTypeName=&amp;quot;terrainDetail&amp;quot; channels=&amp;quot;2&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;289&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_GrassMedium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;321&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_Meadow&amp;quot; foliageTypeName=&amp;quot;meadow&amp;quot; channels=&amp;quot;131&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmall&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;33&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoFSmallRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;65&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoChaero&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;129&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCheno&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;161&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoCirsium&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;193&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_DecoRumex&amp;quot; foliageTypeName=&amp;quot;decoFoliage&amp;quot; channels=&amp;quot;257&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;F_BushSmall&amp;quot; foliageTypeName=&amp;quot;decoBush&amp;quot; channels=&amp;quot;1&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDryBranch&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;36&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestClover&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;68&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarFlower&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;100&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestBunchBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;132&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSalmonBerry&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;164&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestStarryFalse&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;196&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestSwordFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;228&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestDeerFern&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;260&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;ForestGrass&amp;quot; foliageTypeName=&amp;quot;forestPlants&amp;quot; channels=&amp;quot;292&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;34&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;66&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushCommon03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;98&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;130&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;162&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushDynamite03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;194&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;226&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;258&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushPaw03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;290&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;322&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;354&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushWaterElm03&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;386&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushSumac&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;418&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel01&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;450&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;Object type=&amp;quot;terrainFoliage&amp;quot; name=&amp;quot;BushHazel02&amp;quot; foliageTypeName=&amp;quot;decoBushUS&amp;quot; channels=&amp;quot;482&amp;quot; ppType=&amp;quot;defaultFoliage&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/Objects&amp;gt;&lt;br /&gt;
    &amp;lt;Rules&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;GEN_Roads&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;createRoadMaskUS.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;includeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;excludeChildren&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;false&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesInclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;@184486&amp;gt;0{{!}};&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;nodesExclude&amp;quot; type=&amp;quot;nodes&amp;quot; value=&amp;quot;5857;&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Asphalt&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;GEN_Roads&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ASPHALT&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest01&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInMask.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GROUND&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_GRASS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_ROOTS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;T_Forest02&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;44&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;127&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.154000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_LEAVES&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;FOREST_NEEDELS&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestGrass&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;2377&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;128&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.400000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestGrass&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_GrassMedium&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;4&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;F_DecoFSmall&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;3&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestPatches&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;1549&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.500000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestClover&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestClutter&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;478&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;121&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.180000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;6&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestBunchBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;4&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarFlower&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSalmonBerry&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestStarryFalse&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestSwordFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;ForestDeerFern&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
      &amp;lt;Rule name=&amp;quot;F_ForestBushes&amp;quot; isMainRule=&amp;quot;true&amp;quot; objectMinDistance=&amp;quot;0&amp;quot; slopeStart=&amp;quot;0&amp;quot; slopeEnd=&amp;quot;90&amp;quot; &amp;gt;&lt;br /&gt;
        &amp;lt;Script name=&amp;quot;scatterInPerlinNoise.lua&amp;quot; &amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;seed&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;9784&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clampThreshold&amp;quot; type=&amp;quot;int&amp;quot; value=&amp;quot;100&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;frequency&amp;quot; type=&amp;quot;float&amp;quot; value=&amp;quot;0.540000&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;clamped&amp;quot; type=&amp;quot;boolean&amp;quot; value=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
          &amp;lt;Arg name=&amp;quot;mask&amp;quot; type=&amp;quot;mask&amp;quot; value=&amp;quot;PG_Forest&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;/Script&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;1&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;2&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;3&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushCommon03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;7&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;8&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;9&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushPaw03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;10&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;11&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm02&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;12&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushWaterElm03&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;1&amp;quot; /&amp;gt;&lt;br /&gt;
        &amp;lt;Object id=&amp;quot;13&amp;quot; childRule=&amp;quot;&amp;quot; objectName=&amp;quot;BushHazel01&amp;quot; childMinCount=&amp;quot;1&amp;quot; childMaxCount=&amp;quot;10&amp;quot; childMinRadius=&amp;quot;0&amp;quot; childMaxRadius=&amp;quot;20&amp;quot; probability=&amp;quot;2&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;/Rule&amp;gt;&lt;br /&gt;
    &amp;lt;/Rules&amp;gt;&lt;br /&gt;
  &amp;lt;/ProceduralPlacement&amp;gt;|heading=Below Scenes:}}&lt;br /&gt;
Go to your map folder and ensure you have a &amp;#039;&amp;#039;&amp;#039;folder&amp;#039;&amp;#039;&amp;#039; within data named &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Step 2: Overview of the Procedural Placement Window ==&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Open the Procedural Placement window&amp;#039;&amp;#039;&amp;#039; (Windows &amp;gt; Procedural Placement).&lt;br /&gt;
## If it asks you to select a file for a BLOCKMASK, go to the previously mentioned &amp;#039;&amp;#039;&amp;#039;masks&amp;#039;&amp;#039;&amp;#039; folder and name it BLOCKMASK. This will create a BLOCKMASK.png.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Masks Tab (1st tab):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Create masks for placement later.&lt;br /&gt;
## Select &amp;#039;&amp;#039;&amp;#039;Add Mask&amp;#039;&amp;#039;&amp;#039; and double-click the empty field under &amp;#039;&amp;#039;&amp;#039;Filename&amp;#039;&amp;#039;&amp;#039;. Name it (e.g., Forest1).&lt;br /&gt;
## To the left, name it again (e.g., Forest1) for the Layers applied on the map.&lt;br /&gt;
## Apply changes and save the map to retain these settings.&lt;br /&gt;
## Ensure the resolution matches your map (e.g., 2048x2048 for base maps).&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Scripts Tab (2nd tab):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Displays the scripts included in your map.i3d.&lt;br /&gt;
## Advanced users can modify scripts, but they are not required initially.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Distance Matrix (3rd tab):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Avoid modifying this tab.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Objects Tab (4th tab):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Add foliage and objects for Procedural Placement.&lt;br /&gt;
## For objects:&lt;br /&gt;
### Click &amp;#039;&amp;#039;&amp;#039;Add i3d reference&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
### Select the desired i3d file (e.g., pinusSylvestris\_stage05.i3d).&lt;br /&gt;
### Name the tree (e.g., pinusSylvestris\_stage05) and choose the appropriate type (e.g., ParentTree). This is to help PP use the correct distances setup in the Distance Matrix.&lt;br /&gt;
## Save after every addition.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Rules Tab (5th tab):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
## Configure and manage Procedural Placement rules.&lt;br /&gt;
## Rules are read top-down:&lt;br /&gt;
### Add textures first, followed by foliage and objects.&lt;br /&gt;
### Use the &amp;#039;&amp;#039;&amp;#039;ScatterInMask&amp;#039;&amp;#039;&amp;#039; script for the FIRST rule you use.&lt;br /&gt;
### Use &amp;#039;&amp;#039;&amp;#039;scatterInPerlinNoise&amp;#039;&amp;#039;&amp;#039; for subsequent rules.&lt;br /&gt;
## Select the appropriate mask for each rule (e.g., Forest1).&lt;br /&gt;
## Add textures, foliage, and objects with adjustable probabilities and scales.&lt;br /&gt;
## Place Objects runs the script, do *not* use now, only when all steps are completed.&lt;br /&gt;
&lt;br /&gt;
== Step 3: Set Up Your Objects and Rules ==&lt;br /&gt;
&lt;br /&gt;
# Verify i3d paths for all objects.&lt;br /&gt;
# Name rules using a consistent format (e.g., T_whatever for textures, F_ whatever for foliage and objects).&lt;br /&gt;
# Keep textures, foliages and objects on separate rules!&lt;br /&gt;
# Arrange rules in the following order:&lt;br /&gt;
## Textures (placed first).&lt;br /&gt;
## Foliage and objects (placed below textures).&lt;br /&gt;
# Use at least three textures to avoid default placement issues.&lt;br /&gt;
# Save your map after every modification.&lt;br /&gt;
&lt;br /&gt;
== Step 4: Place Down Your Forest ==&lt;br /&gt;
&lt;br /&gt;
# Select the &amp;#039;&amp;#039;&amp;#039;Procedural Placement terrain tool&amp;#039;&amp;#039;&amp;#039; (next to the Foliage tool).&lt;br /&gt;
# Choose the correct layer (e.g., Forest1) in the Procedural Placement Area menu.&lt;br /&gt;
# Paint the desired area for the forest. (Save your map to keep the mask in case of a crash during PP).&lt;br /&gt;
# In the Procedural Placement window:&lt;br /&gt;
## Go to the &amp;#039;&amp;#039;&amp;#039;Rules&amp;#039;&amp;#039;&amp;#039; tab.&lt;br /&gt;
## Verify rule order and scripts.&lt;br /&gt;
## Ensure textures are placed first, followed by foliage and objects.&lt;br /&gt;
## You can have many rules running on the same mask to create a more diverse Forest.&lt;br /&gt;
## Click &amp;#039;&amp;#039;&amp;#039;Place Objects&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039;&amp;#039; If the editor crashes, review your setup and try again.&lt;br /&gt;
&lt;br /&gt;
== Step 5: Finalize the Placement ==&lt;br /&gt;
&lt;br /&gt;
# Rename the Procedural Group in the Scenegraph (e.g., Forest1). This prevents PP from using it again for future generations.&lt;br /&gt;
# Save your map.&lt;br /&gt;
# Restart the editor before placing additional forests to prevent issues; this resets PP memory.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Re-run placements immediately if unsatisfied, perhaps changing textures in rules, or foliage, etc.&lt;br /&gt;
* Test new setups on a separate map to avoid corruption. (Make a copy of current map to keep all settings!)&lt;br /&gt;
* Create multiple masks for different forests. Forest1, Forest2, Forest3, etc.&lt;br /&gt;
* Avoid reusing masks unless rules are identical. This &amp;#039;&amp;#039;&amp;#039;will&amp;#039;&amp;#039;&amp;#039; affect previously placed things within that mask.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Thanks to Gamerdesigns and StrauntMaunt for testing and findings!&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>XPModder</name></author>
	</entry>
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