//=============================================================================
// blends.txt
// 
// This file defines terrain blending information.
//
// Name <name> defines the start of a new set.
//    <type> <filename(no extension)> defines a blend within the set.
//
// Valid <type>'s are: Corner, Edge, TwoEdges, LShape, LShapeCorner, TwoCorners, 
// TwoOppositeCorners, ThreeCorners, FourCorners, EdgeCorner, EdgeTwoCorners, UShape
// Circle
//
// There is a special value for <type> called Group.  This takes two parameters: a targa
// file and a blend group (.blg) file that tells the game how to chop up that targa.
//
// The type lines can come in any order and there can be as many of any one type as desired.
// A given set should have at least one of each type defined or strange blending will occur
// when that type piece is needed and not available.
//
// The first blend set listed in the file will serve as the default set regardless
// of what it is named.
//=============================================================================

Name newdefault
   Corner               blendcornerbh
   Corner               blendcorner2bh
   Edge                 blendedgebh
   Edge                 blendedge4bh
   Edge                 blendedge5bh
   Edge                 blendedge6bh
   Edge                 blendedge7bh
   TwoEdges             blendtwoedgesbh
   LShape               blendLShapebh
   LShape               blendLShape2bh
   LShapeCorner         blendLShapeCornerbh
   TwoCorners           blendtwocornersbh
   TwoOppositeCorners   blendtwooppositecornersbh
   ThreeCorners         blendthreecornersbh
   FourCorners          blendfourcornersbh
   EdgeCorner           blendedgecornerbh
   EdgeTwoCorners       blendedgetwocornersbh
   UShape               blendushapebh
   Circle               blendcirclebh
   Circle               blendcircle2bh
   Circle               blendcircle3bh


Name shoreline
   Corner               blendcornershorebh
   Corner               blendcornershore2bh
   Edge                 blendedgeshorebh
   Edge                 blendedgeshore4bh
   Edge                 blendedgeshore5bh
   Edge                 blendedgeshore6bh
   Edge                 blendedgeshore7bh
   TwoEdges             blendtwoedgesbh
   LShape               blendLShapeshorebh
   LShape               blendLShapeshore2bh
   LShapeCorner         blendLShapeCornerbh
   TwoCorners           blendtwocornersbh
   TwoOppositeCorners   blendtwooppositecornersbh
   ThreeCorners         blendthreecornersbh
   FourCorners          blendfourcornersbh
   EdgeCorner           blendedgecornerbh
   EdgeTwoCorners       blendedgetwocornersbh
   UShape               blendushapebh
   Circle               blendcirclebh
   Circle               blendcircle2bh
   Circle               blendcircle3bh

Name GaiaCreep
   Corner               blendcornerCreep
   Corner               blendcornerCreep2
   Edge                 blendedgeCreep
   Edge                 blendedgeCreep2
   Edge                 blendedgeCreep3
   Edge                 blendedgeCreep4
   Edge                 blendedgeCreep5
   Edge                 blendedgeCreep6
   TwoEdges             blendtwoedgesbh
   LShape               blendLShapebh
   LShape               blendLShape2bh
   LShapeCorner         blendLShapeCornerbh
   TwoCorners           blendtwocornersbh
   TwoOppositeCorners   blendtwooppositecornersbh
   ThreeCorners         blendthreecornersbh
   FourCorners          blendfourcornersbh
   EdgeCorner           blendedgecornerbh
   EdgeTwoCorners       blendedgetwocornersbh
   UShape               blendushapebh
   Circle               blendcirclebh
   Circle               blendcircle2bh
   Circle               blendcircle3bh


Name NoBlend

   Corner               NoBlend
   Edge                 NoBlend
   TwoEdges             NoBlend
   LShape               NoBlend
   LShapeCorner         NoBlend
   TwoCorners           NoBlend
   TwoOppositeCorners   NoBlend
   ThreeCorners         NoBlend
   FourCorners          NoBlend
   EdgeCorner           NoBlend
   EdgeTwoCorners       NoBlend
   UShape               NoBlend
   Circle               NoBlend


//=============================================================================
// The following section defines the order in which terrain layers blend.
// The first in the list is the bottom-most and the last is the top-most.
// A given type is always below the types further than it in the list and above
// types earlier in the list.
//=============================================================================

BlendOrder
   black
   blackRock	
   PlainRoadA
   JungleRoadA
   TundraRoadA
   EgyptianRoadA
   GreekRoad Burnt
   GreekRoad BurntB
   GreekRoadA
   NorseRoadA
   CityTileAtlantis
   CityTileAtlantiscoral
   CityTileA
   UnderwaterRockA
   UnderwaterRockB
   UnderwaterRockC
   UnderwaterRockD
   UnderwaterRockE
   UnderwaterRockF
   UnderwaterIceA
   UnderwaterIceB
   UnderwaterIceC
   ShorelineAegeanA
   ShorelineAegeanB
   ShorelineAegeanC
   RiverSandyA
   RiverSandyB
   RiverSandyC
   RiverSandyShallowA
   coralA
   coralB
   coralC
   coralC2
   coralD
   coralE
   coralF
   ForestfloorPalm
   ForestfloorPine
   ForestfloorPineSnow
   ForestfloorOak
   ForestfloorGaia
   ForestfloorSavannah
   ForestfloorDeadPine
   ForestfloorTundra
   CliffNorseB
   IceA
   IceB
   IceC
   SnowA
   SnowB
   SnowDirt
   SnowRockA
   SnowGrassB
   SnowGrassA
   OlympusTile
   OlympusA
   OlympusB
   OlympusC
   CliffEgyptianB
   SandDirt50
   DirtA
   SandA 
   SandB 
   SandC 
   SandD
   MarshF
   MarshE
   MarshD
   MarshC
   MarshB
   MarshA
   ForestFloorMarsh
   CliffGreekB
   RiverGrassyA
   RiverGrassyB
   RiverGrassyC
   SavannahD
   SavannahC
   SavannahB
   SavannahA
   JungleA
   JungleB
   JungleDirt75
   JungleDirt50
   JungleDirt25
   ForestFloorJungle
   PlainA
   PlainB
   PlainDirt75
   PlainDirt50
   PlainDirt25
   PlainDirtA
   PlainDirtB
   ForestFloorPlain
   GrassDirt75
   GrassDirt50
   GrassDirt25
   GrassB
   GrassA
   ShorelineMediterraneanA
   ShorelineMediterraneanD
   ShorelineMediterraneanC
   ShorelineMediterraneanB
   Dam
   MiningGround
   CliffGreekA
   CliffEgyptianA
   CliffNorseA
   ShorelineNorwegianC
   ShorelineNorwegianA
   ShorelineNorwegianB
   ShorelineSandA
   ShorelineRedSeaC
   ShorelineRedSeaB
   ShorelineRedSeaA 
   ShorelineAtlanticA
   ShorelineAtlanticB
   ShorelineAtlanticC
   RiverIcyC
   RiverIcyB
   RiverIcyA
   RiverMarshC
   RiverMarshB
   RiverMarshA
   ShorelineTundraD
   ShorelineTundraC
   ShorelineTundraB
   ShorelineTundraA
   water
   SandDirt50B
   TundraGrassA
   TundraRockA
   TundraRockB
   TundraGrassB
   HadesCliff
   Hades9 
   Hades8
   Hades7
   Hades6
   Hades5
   Hades4
   Hades3
   Hades2
   Hades1
   Hadesbuildable2
   Hadesbuildable1
   GaiaCreepBorder
   GaiaCreepBorderSnow
   GaiaCreepBorderSand
   GaiaCreepB
   GaiaCreepA
   GaiaCreepASnow
   GaiaCreepASand
   CityTileWaterPool
   CityTileWaterEdgeA
   CityTileWaterEdgeB
   CityTileWaterEdgeEndA
   CityTileWaterEdgeEndB
   CityTileWaterEdgeEndC
   CityTileWaterEdgeEndD
   CityTileWaterCornerA
   CityTileWaterCornerB
   CityTileWaterCornerC
   CityTileWaterCornerD 
   Forest01
   Forest02
   Forest03   
   ForestCliff
   Anarian01
   Anarian02
   Anarian03
   AoPMordor01
   AoPMordor02
   AoPMordor03
   AoPMordor04
   AoPMordorCliff
   AOPSand1
   AOPSand2
   AOPSand3
   AOPSand4
   AOPSand5
   AOPDirt
   AOPDirt2
   AOPDirtBank
   AOPAnduinRiver
   AnduinSnow01
   AnduinSnow02
   AnduinSnow03
   AOPMirkwood01
   AOPMirkwood02  
//=============================================================================
// This section defines what blend sets to use when blending together two
// different terrain types.  Anything not set explicitly will use the very
// first set defined in first section of this file.
//
// Format: Blend <topName> over <bottomName> using <blendSetName>
//
// You can use * for <bottomName> to set the default for a given type.  Anything
// set explicitly will override this default.
//
// You can replace <topName> with <topTypeName>* to specify all subtypes of
// a given type.
// 
// You can replace <bottomName> with <bottomTypeName>* to specify all subtypes of
// a given type.
//
// When using wildcards (*), make sure to list the most general things first 
// followed by the more specific because otherwise the specifics will be overwritten.
// For example, use this type of ordering:
//       blend snow* over * using DefaultSnow
//       blend snow* over sand* using SnowOverSand
//       blend snow4 over grass* using Snow4OverGrass
//       blend snow4 over grass7 using Snow4OverGrass7
//
// Note that it is valid to specify how to blend a lower level type over a 
// higher level one, but it will obviously never be used inside the game.
//=============================================================================

blend Shoreline* over Shoreline* using shoreline
blend Underwater* over Underwater* using shoreline
blend Underwater* over PassableLand* using shoreline
blend NonPassableLand* over Passableland* using shoreline
blend NonPassableLand* over NonPassableland* using shoreline
blend CityTileWaterEdgeA over * using NoBlend
blend CityTileWaterEdgeB over * using NoBlend
blend CityTileWaterCornerA over * using NoBlend
blend CityTileWaterCornerB over * using NoBlend
blend CityTileWaterCornerC over * using NoBlend
blend CityTileWaterCornerD over * using NoBlend
blend CityTileWaterPool over * using NoBlend
blend CityTileWaterEdgeEndA over * using NoBlend
blend CityTileWaterEdgeEndB over * using NoBlend
blend CityTileWaterEdgeEndC over * using NoBlend
blend CityTileWaterEdgeEndD over * using NoBlend
blend GaiaCreepA over GaiaCreep* using newdefault
blend GaiaCreepA over * using GaiaCreep
blend GaiaCreepB over GaiaCreep* using newdefault
blend GaiaCreepB over * using GaiaCreep
blend GaiaCreepBorder over GaiaCreep* using newdefault
blend GaiaCreepBorder over * using GaiaCreep
blend GaiaCreepBorderSnow over GaiaCreep* using newdefault
blend GaiaCreepBorderSnow over * using GaiaCreep
blend GaiaCreepBorderSand over GaiaCreep* using newdefault
blend GaiaCreepBorderSand over * using GaiaCreep
blend GaiaCreepASnow over GaiaCreep* using newdefault
blend GaiaCreepASnow over * using GaiaCreep
blend GaiaCreepASand over GaiaCreep* using newdefault
blend GaiaCreepASand over * using GaiaCreep









