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       <dc:date>2026-06-15T14:58:08+00:00</dc:date>
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    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:01&amp;rev=1504158320&amp;do=diff">
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        <dc:date>2017-08-31T05:45:20+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:01</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:01&amp;rev=1504158320&amp;do=diff</link>
        <description>This chapter explains the very first step in creating a climate in L3DT. Subsequent chapters will deal with the more complicated problems of creating land types, managing complex climates, setting materials, etc.

Anyway, without further ado:

Open the climate manager window using the 'Resources-&gt;Climates-&gt;Climate manager...' menu option:</description>
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        <dc:date>2017-08-31T06:51:27+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:02</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:02&amp;rev=1504162287&amp;do=diff</link>
        <description>The most basic climate generally includes a land type for steep bits (e.g. rocks/cliffs), a land type for flat bits (e.g. grass), and a land type for shore/seafloor (e.g. sand). If you want high mountain ranges, then you'll probably also want a land type for snow. In this chapter we'll make a basic climate with these four elements.</description>
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        <dc:date>2017-08-31T06:08:55+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:03</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:03&amp;rev=1504159735&amp;do=diff</link>
        <description>&gt;&gt; Using salinity &gt;&gt;</description>
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        <dc:date>2017-08-31T05:06:47+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:04</title>
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        <description>&gt;&gt; Lots of land types &gt;&gt;</description>
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        <dc:date>2017-08-31T04:36:31+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:05</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:05&amp;rev=1504154191&amp;do=diff</link>
        <description>&gt;&gt; Textures and bump-maps &gt;&gt;</description>
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        <dc:date>2017-08-31T04:23:00+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:06</title>
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        <description>&lt;&lt; Back to index &lt;&lt;</description>
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    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:mixed_land_types&amp;rev=1504159278&amp;do=diff">
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        <dc:date>2017-08-31T06:01:18+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:mixed_land_types</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:mixed_land_types&amp;rev=1504159278&amp;do=diff</link>
        <description>The 'mixed' land types, as I like to call them, are basically land types that are combinations of the other 'root' land types (snow, cliffs and sand, in this example). To explain, let's jump right into an example:

1st mixed land type: grass


I want the grass to be near the waters edge, which means that grass should be somewhere between snow and sand in terms of parameters. In fact, I'm going to give grass vvalues very close to those for snow, but with a slightly reduced BaseProb and an increas…</description>
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    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:prelude&amp;rev=1504164633&amp;do=diff">
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        <dc:date>2017-08-31T07:30:33+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:prelude</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:prelude&amp;rev=1504164633&amp;do=diff</link>
        <description>Making a new climate definition for L3DT, or even modifying one of the existing climates, has historically been one of the more gruelling tasks a user of L3DT could undertake. L3DT release 2.4 adds a new climate editor interface, which simplifies this process greatly. This tutorial will expalin how this interface can be used to generate a climate.</description>
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        <dc:date>2017-08-31T05:50:35+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:root_land_types</title>
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        <description>The easiest way I've found to make complex climates is to make a small set of distinct 'root' land types, such as grass, beach, cliffs, etc, and then derive a set of 'mixed' land types that blend between these root types. For example, if I have root types of 'grass' and 'cliffs', I can create a mixed land type of 'steep grass' by blending the parameters between these two land types.</description>
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    <item rdf:about="http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:starting_afresh&amp;rev=1504154471&amp;do=diff">
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        <dc:date>2017-08-31T04:41:11+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:starting_afresh</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:starting_afresh&amp;rev=1504154471&amp;do=diff</link>
        <description>To create a new climate, I'll first open the climate manager window ('Utilities-&gt;Climate Manager...'):



In this dialog, I will double-click on the '' list option to create my climate. This will open the climate editor:



As you can see, I've given my climate a name (the 'climate name' field), set the file name (using the '...' browse button), and added my name to the author name field.</description>
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        <dc:date>2017-08-31T05:47:07+00:00</dc:date>
        <title>tutorials:l3dt:newclimate:talk</title>
        <link>http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:newclimate:talk&amp;rev=1504158427&amp;do=diff</link>
        <description>This is the discussion page for the making a new climate tutorial. Please leave your suggestions or comments here.


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