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ECO files seem to be used for storing information regarding the automated flora and clutter generation for the specified materials. Examples:
*TEXTUREPART *SOURCE_COLOR_BLEND_MAP [Filename.dds] *SOURCE_NORMAL_MAP [Filename.dds] *SOURCE_SPEC_MAP [Filename.dds] *RENDER_COLOR_NX_MAP [Filename.dds] *RENDER_SPEC_BLEND_NY_MAP [Filename.dds] *DETAILREPEAT [Integer] *BLENDSTRENGTH [Float] *SPECMIN [Float] *SPECMAX [Float] *SPECSMOOTHNESSMIN [Float] *SPECSMOOTHNESSMAX [Float] *PHYSICS_MATERIAL [String] *END_TEXTUREPART
*LAYERPART *LAYER [Layername] *FLORA [Name(String)] *TEXTURELAYER [Filename w/o .eco] *DENSITY [Float] *MINSCALE [Float] *MAXSCALE [Float] *SLOPEPEAK [Float] *SLOPEEXTENT [Float] *MINELEVATION [Float] *MAXELEVATION [Float] *MINALPHA [Integer] *CLUMPMASK [String e.g. "spotty02.bmp"] *CLUMPMASKPATH [Filepath in relation to the studio Fileserver: e.g."X:\Planetside2\Main\Runtime\TerrainEditor\Resources\flora_alpha\"] *CLUMPMASKSCALE [Float] *CLUMPMASKUOFFSET [Integer] *CLUMPMASKVOFFSET [Integer] *TINT [Integer] [Integer] [additional tints] *END_LAYER [Additional layers] *END_LAYERPART