Edited the previous version in accordance with Wolli's hints. - scaled the small single rocks up and added more detail - also added more rock groups - renamed to use TR ID system - added .esp
Edit: cleaned the TR_Mainland dependency from the .esp, changed flags to correct values, adjusted one rock mesh, added three more rocks.
Includes: - 5 round rocks - 3 irregular rocks - 6 rock groups - 3 rock piles
Rocks in rock groups have 32 vertices each. All rocks use the BM rock texture.
Adds NiCollisionSwitch to the Dongle water meshes so that players can activate things through them.
Meshes with NiCollisionSwitch cannot be selected in the CS. So theses meshes also have EditorMarkers which can be selected in the CS but are not visible in game. The flowing meshes have arrow markers which show the direction of flow to aid level designers.
Desaturated TV grass, grass moss, and the grass statics, and added a bit of highlights to make it blend better with both TV and Shipal Shin, and retextured the correct UV rocks for TV.
3 tiers of canyon cliff, to be used in successive order: bottom to top. The third layer is for remote, rare areas, preferably not in areas where it is visible from the lowest layer (keeping it visually discrete).