This shows an example entry for a type of "climate" that refers to the whole map:
static const climateData mData[] =
{
{
cm_TestDemo, /* index */
11, /* number of levels (color zones) */
0.075f, /* vertical scale ratio */
0.25f, /* water table height factor */
100, /* min terrain passes */
120, /* max terrain passes */
0.015f, /* terrain pass min horizontal factor */
0.120f, /* terrain pass max horizontal factor */
1.00f, /* terrain pass vertical factor */
0.05f, /* terrain pass warp shaping factor */
0.75f, /* max terrain height factor */
fld_Water_Light, /* Type of fluid the water plane is made out of (texture) */
{
{trn_Deep_Water, 0.05f, 0.80f, 0.0f, 0.01f, 1.0f},
{trn_Mid_Water, 0.10f, 0.80f, 0.0f, 0.01f, 1.0f},
{trn_Shallow_Water, 0.15f, 0.80f, 0.0f, 0.01f, 1.0f},
{trn_Sand, 0.20f, 0.95f, 0.0f, 0.01f, 1.0f},
{trn_Grass, 0.30f, 0.95f, 0.0f, 0.01f, 1.0f},
{trn_Hills, 0.40f, 0.95f, 0.0f, 0.2f, 1.0f},
{trn_High_Hills, 0.45f, 0.95f, 0.0f, 0.3f, 1.0f},
{trn_Low_Mountains, 0.75f, 0.95f, 0.05f, 2.5f, 1.0f},
{trn_Mid_Mountains, 0.90f, 0.95f, 0.15f, 3.5f, 1.0f},
{trn_High_Mountains, 1.20f, 0.0f, 0.25f, 4.5f, 1.0f},
{trn_Alien_Purple_Dark, 12.00f, 0.0f, 0.40f, 5.0f, 1.0f}
}, /* Terrain type, Max Altitude, Color Blend, Snow Angle Max, Height Jitter, Height Level Weight */
},
...
Each climate type has multiple vertical levels with different characteristics.
BTW, sorry about the messed-up TAB length/spacing when I copy/paste from the source code.
The generator also supports four types of water planes, two for actual water, one for frozen water or liquid, and one for molten lava.