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Gepard

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Everything posted by Gepard

  1. File Name: Terrain Editor (2 versions) File Submitter: Gepard File Submitted: 20 Apr 2008 File Category: Utilities/Editors This are the 2 versions of TK's terrain editor tool. The old version use for autotexturing SFP1 terrains. The new version is better for autotexturing FE, WOE, WOI. Click here to download this file
  2. Ye-8 is very welcome. Further informations and some pictures: http://www.testpilot.ru/russia/mikoyan/e/8/e8_e.htm
  3. http://forum.combatace.com/index.php?showforum=191
  4. I think "Lock On" is a nice sim of soviet birds. And with the last patches "Battle of Britain 2 Wings of Victory" has become a very nice WW2 flight sim.
  5. File Name: T-55AM Panzer of ZAHAL (israelie Army) File Submitter: Gepard File Submitted: 04 May 2008 File Category: Ground Objects Mods T-55AM Panzer of ZAHAL In the 6-Days War of 1967 Israel captured a lot of syrian and egyptian T-55. This panzers were used in the israeli Army (ZAHAL) up to the 70th and proved as good and reliable combat vehicles. During the Yom-Kippur-War the israeli T-55 formed the spearhead of Sharons counter offensive to cross the Suez Canal. In combat with egyptian T-55 the israeli T-55 proved superior due better crew training. ************************************************ INSTALLATION Unzip all files into your objects/groundobjects folder. Thats it. *********************************************** This is a mod of TK's WOI stock T-55. The mod is freeware. Commercial use is not allowed. *********************************************** Hope you enjoy it. Michael (Gepard) Click here to download this file
  6. If you has a 7.62mm_PKB MG in your gunlist you will also see the coaxial MG firing.
  7. The BMP-1 looked better than it was in reality. The BTR-70 and 80 proved superior in Afghanistan.
  8. Version

    341 downloads

    T-55AM Panzer of ZAHAL In the 6-Days War of 1967 Israel captured a lot of syrian and egyptian T-55. This panzers were used in the israeli Army (ZAHAL) up to the 70th and proved as good and reliable combat vehicles. During the Yom-Kippur-War the israeli T-55 formed the spearhead of Sharons counter offensive to cross the Suez Canal. In combat with egyptian T-55 the israeli T-55 proved superior due better crew training. ************************************************ INSTALLATION Unzip all files into your objects/groundobjects folder. Thats it. *********************************************** This is a mod of TK's WOI stock T-55. The mod is freeware. Commercial use is not allowed. *********************************************** Hope you enjoy it. Michael (Gepard)
  9. The lingua franca of this forum is english. Its the language all people here more or less understand. If you want to speak in your own language then you should ask the administrator wheter he could open a polish section. And i think he will follow your request, because as he has done it already for czech, hebrew, german etc members.
  10. Did it only appear on the TE or also in the game?
  11. Polska vs. Obwód Kalingradzki ( Polska agr.) Tja, our polish friends. Thats reminds me on the good old story, that the polish wanted to conquere this land, that now is know as Kaliningrad area, some hundred years ago, in the medieval. But the people who setteled there, they were called the Pruzzen, dont wanted to come under the polish regime. So the protected themself very successfully and pushed the polish knights away. The polish attacked the pruzzen again and again and again and the only result were bloody polish heads. Its a typical polish problem of polish selfdeception, the believing to be powerfull lions but to be in reality only weak poodles. But the polish poodle was clever. He called real wolfes to conquer the land of the Pruzzen, he called the Deutschritterorden, the knights of the german order. The germans build the fortress Marienburg and from this fortress they started crusades against Pruzzi, fought around 50 years. Then they hold Pruzzia in their hands. Now the polish poodles came to the german knights and said: Okay, thank you that you have taken Pruzzia, now hand it over and go home. But the knights of the german order were much cleverer than the polish poodle. Before they had started the conquest of Pruzzia they went to the pope and got the permission to keep all land that was conquered during the crusades agains Pruzzia. So the law was on the german side and to poodle went home with haning ears. The polish poodle was fooled and from this time the polish hated the germans, up today, in the strong knowledge of their inferiority. And now our polish friends want to play it again. But now they want to bite the russian bear instead the pruzzen. And we all know how this would end, with bloody polish heads. Also the poodles will have to call support again. The german wolfes or the american eagles? But beware little poodle wolf or eagle will fool you again.
  12. Ask TK or do it youself. But the later option is a very boring job.
  13. I would like to see the red fighters operating under tight ground control. I would also love to see reloadable SAM's and an integrated Air Defence Network.
  14. I would set the Sea tiles min alt = 0 and the max alt = 1
  15. No. But you can create new one with the Terrain Editor tool.
  16. Terrain Migration

    Very difficult. I tried it with Vogesen terrain and i failed.
  17. Puma is a german armour vehicle. The F-29 i would call "Selten dämliches Uhubaby"
  18. Forgett nukes. This are senseless toys for guys without balls.
  19. Shrikes, Mavericks, HARMs. And a good jammer. No problem to crack this formation, if you know how to do it. And if you fly for the red side, take the KH-25 missile family. Knocks out every Hawk battery.
  20. Problem: TE loads only a part of the terrain hight data The reason for it is, that you has choosen a part of the world which is not completly covered by one of the GTOPO30 tiles from site http://edc.usgs.gov/products/elevation/gtopo30/gtopo30.html. For instance Poland or Angola are such regions of the world which are split in two parts. How to solve this problem? You need the new version of TE. Step 1: Follow the normal way of terrain creating as descriped in the tutorials. What means, create a new terrain, enter size and coordinates of the left upper corner of the terrain and import the DEM hight data. Choose the "left" DEM Autotexture the terrain and save it. Step 2: Now click View, click View Hight Field You see that the right side of the terrain is completly blue. What means there is water wher no water should be. Step 3: Click File, Click Export Hight Map as Bitmap Save the bitmap file. Remember the filename! Step 4: Now, restart. Do Step 1 again, but now import the "right" DEM high data. (no autotexture this time) If you now make Step 2 again you will see that the left side is now blue, while the right side contains height data information. Export Hight Map as Bitmap again and save it under a different name. Step 5: Open paint program ( I use PaintShopPro) Open the 2 saved Bitmap files and merge it togheter via cut and past or copy functions. Save the merged Bitmap file. Step 6: Back to TE. Open the saved terrain Step 7: Click File, Click Import Height Map as Bitmap Choose the merged bitmap file and click Okay. Save the terrain. Thats it.
  21. Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem.
  22. Version

    1,963 downloads

    This are the 2 versions of TK's terrain editor tool. The old version use for autotexturing SFP1 terrains. The new version is better for autotexturing FE, WOE, WOI.
  23. Lexx, its exactly what you say. CTD at the end of the first procedure. Ansons2. I think i have the solution. To solve the problem i tried to open the SFP1 standard Desert terrain with the TexturelistDesert.ini Then i autotextured the terrain saved the texturelist and from this moment it was possible to autotexture any other terrain with Desert tiles. The lines of my saved TextuelistDesert.ini you find below: [TerrainData] TerrainTileSize=2000.000000 HeightScale=100.000000 [ObjectMap001] MapFilename=terobject_buildings1.bmp MapClass=0 ObjectTypeCount=7 ObjectType001.ObjectName=BoxBuilding1 ObjectType001.ShapeType=0 ObjectType001.CastShadow=0 ObjectType001.SizeDeviation=0.000000 ObjectType001.Width1=15.000000 ObjectType001.Length1=15.000000 ObjectType001.Height1=15.000000 ObjectType001.TextureCoord01=0.000000,0.500000 ObjectType001.TextureCoord11=0.250000,0.750000 ObjectType001.TextureCoord02=0.250000,0.500000 ObjectType001.TextureCoord12=0.500000,0.750000 ObjectType001.TextureCoord03=0.500000,0.500000 ObjectType001.TextureCoord13=0.750000,0.750000 ObjectType001.TextureCoord04=0.250000,0.500000 ObjectType001.TextureCoord14=0.500000,0.750000 ObjectType001.TextureCoord05=0.000000,0.250000 ObjectType001.TextureCoord15=0.125000,0.375000 ObjectType002.ObjectName=BoxBuilding2 ObjectType002.ShapeType=0 ObjectType002.CastShadow=0 ObjectType002.SizeDeviation=0.000000 ObjectType002.Width1=20.000000 ObjectType002.Length1=20.000000 ObjectType002.Height1=20.000000 ObjectType002.TextureCoord01=0.500000,0.000000 ObjectType002.TextureCoord11=0.750000,0.250000 ObjectType002.TextureCoord02=0.750000,0.000000 ObjectType002.TextureCoord12=1.000000,0.250000 ObjectType002.TextureCoord03=0.750000,0.000000 ObjectType002.TextureCoord13=1.000000,0.250000 ObjectType002.TextureCoord04=1.000000,0.000000 ObjectType002.TextureCoord14=0.750000,0.250000 ObjectType002.TextureCoord05=0.125000,0.250000 ObjectType002.TextureCoord15=0.250000,0.375000 ObjectType003.ObjectName=LongBuilding1 ObjectType003.ShapeType=0 ObjectType003.CastShadow=0 ObjectType003.SizeDeviation=0.000000 ObjectType003.Width1=10.000000 ObjectType003.Length1=30.000000 ObjectType003.Height1=15.000000 ObjectType003.TextureCoord01=0.000000,0.500000 ObjectType003.TextureCoord11=0.500000,0.750000 ObjectType003.TextureCoord02=0.750000,0.500000 ObjectType003.TextureCoord12=1.000000,0.750000 ObjectType003.TextureCoord03=0.250000,0.500000 ObjectType003.TextureCoord13=0.750000,0.750000 ObjectType003.TextureCoord04=0.750000,0.500000 ObjectType003.TextureCoord14=1.000000,0.750000 ObjectType003.TextureCoord05=0.625000,0.375000 ObjectType003.TextureCoord15=0.750000,0.500000 ObjectType004.ObjectName=FlatBuilding1 ObjectType004.ShapeType=0 ObjectType004.CastShadow=0 ObjectType004.SizeDeviation=0.000000 ObjectType004.Width1=10.000000 ObjectType004.Length1=10.000000 ObjectType004.Height1=5.000000 ObjectType004.TextureCoord01=0.500000,0.250000 ObjectType004.TextureCoord11=0.750000,0.375000 ObjectType004.TextureCoord02=0.750000,0.250000 ObjectType004.TextureCoord12=1.000000,0.375000 ObjectType004.TextureCoord03=0.625000,0.250000 ObjectType004.TextureCoord13=0.875000,0.375000 ObjectType004.TextureCoord04=1.000000,0.250000 ObjectType004.TextureCoord14=0.750000,0.375000 ObjectType004.TextureCoord05=0.750000,0.375000 ObjectType004.TextureCoord15=0.875000,0.500000 ObjectType005.ObjectName=BoxBuilding3 ObjectType005.ShapeType=0 ObjectType005.CastShadow=0 ObjectType005.SizeDeviation=0.000000 ObjectType005.Width1=20.000000 ObjectType005.Length1=20.000000 ObjectType005.Height1=20.000000 ObjectType005.TextureCoord01=0.000000,0.750000 ObjectType005.TextureCoord11=0.250000,1.000000 ObjectType005.TextureCoord02=0.500000,0.750000 ObjectType005.TextureCoord12=0.250000,1.000000 ObjectType005.TextureCoord03=0.500000,0.750000 ObjectType005.TextureCoord13=0.750000,1.000000 ObjectType005.TextureCoord04=1.000000,0.750000 ObjectType005.TextureCoord14=0.750000,1.000000 ObjectType005.TextureCoord05=0.250000,0.250000 ObjectType005.TextureCoord15=0.375000,0.375000 ObjectType006.ObjectName=FlatBuilding2 ObjectType006.ShapeType=0 ObjectType006.CastShadow=0 ObjectType006.SizeDeviation=0.000000 ObjectType006.Width1=15.000000 ObjectType006.Length1=20.000000 ObjectType006.Height1=5.000000 ObjectType006.TextureCoord01=0.000000,0.000000 ObjectType006.TextureCoord11=0.500000,0.125000 ObjectType006.TextureCoord02=0.250000,0.125000 ObjectType006.TextureCoord12=0.500000,0.250000 ObjectType006.TextureCoord03=0.000000,0.000000 ObjectType006.TextureCoord13=0.500000,0.125000 ObjectType006.TextureCoord04=0.250000,0.125000 ObjectType006.TextureCoord14=0.500000,0.250000 ObjectType006.TextureCoord05=0.875000,0.375000 ObjectType006.TextureCoord15=1.000000,0.500000 ObjectType007.ObjectName=FlatBuilding3 ObjectType007.ShapeType=0 ObjectType007.CastShadow=0 ObjectType007.SizeDeviation=0.000000 ObjectType007.Width1=15.000000 ObjectType007.Length1=15.000000 ObjectType007.Height1=5.000000 ObjectType007.TextureCoord01=0.500000,0.250000 ObjectType007.TextureCoord11=0.875000,0.375000 ObjectType007.TextureCoord02=0.625000,0.250000 ObjectType007.TextureCoord12=1.000000,0.375000 ObjectType007.TextureCoord03=0.625000,0.250000 ObjectType007.TextureCoord13=1.000000,0.375000 ObjectType007.TextureCoord04=0.625000,0.250000 ObjectType007.TextureCoord14=1.000000,0.375000 ObjectType007.TextureCoord05=0.500000,0.375000 ObjectType007.TextureCoord15=0.625000,0.500000 [ObjectMap002] MapFilename=terobject_trees1.bmp MapClass=1 ObjectTypeCount=2 ObjectType001.ObjectName=Tree1 ObjectType001.ShapeType=4 ObjectType001.CastShadow=0 ObjectType001.SizeDeviation=0.400000 ObjectType001.Width1=10.000000 ObjectType001.Height1=10.000000 ObjectType001.TextureCoord01=0.000000,0.000000 ObjectType001.TextureCoord11=1.000000,1.000000 ObjectType002.ObjectName=SmallTree1 ObjectType002.ShapeType=4 ObjectType002.CastShadow=0 ObjectType002.SizeDeviation=0.250000 ObjectType002.Width1=5.000000 ObjectType002.Height1=5.000000 ObjectType002.TextureCoord01=0.000000,0.000000 ObjectType002.TextureCoord11=1.000000,1.000000 [TextureTypeList] TypeName001=Mountain TypeName002=Sea TypeName003=Desert TypeName004=Farm TypeName005=City [Mountain] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=600 MaxAltitude=10000 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=15 MaxSlope=90 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [sea] Water=1 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=0 MaxAltitude=1 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=1 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=1 ExcludeMaxX=250 ExcludeMinX=0 ExcludeMaxY=250 ExcludeMinY=0 [Desert] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=1 MaxAltitude=500 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=1 MinSlope=0 MaxSlope=15 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [Farm] Water=0 UseAutoPlacement=1 CheckAltitude=1 MinAltitude=1 MaxAltitude=300 CheckCity=1 MinCityDistance=0 MaxCityDistance=12 CheckSlope=1 MinSlope=0 MaxSlope=10 Priority=1 RandomFactor=75 GroupingFactor=40 ExclusionRegion=1 ExcludeMaxX=325 ExcludeMinX=0 ExcludeMaxY=525 ExcludeMinY=0 [City] Water=0 UseAutoPlacement=0 CheckAltitude=0 MinAltitude=0 MaxAltitude=0 CheckCity=0 MinCityDistance=0 MaxCityDistance=0 CheckSlope=0 MinSlope=0 MaxSlope=0 Priority=0 RandomFactor=100 GroupingFactor=0 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 [TextureMapList] Filename001=sea1.bmp Filename002=sea2desert25.bmp Filename003=sea2desert50.bmp Filename004=sea2desert75.bmp Filename005=sea2farm25.bmp Filename006=sea2farm25b.bmp Filename007=sea2farm50.bmp Filename008=sea2farm75.bmp Filename009=sea2mountain25.bmp Filename010=sea2mountain50.bmp Filename011=sea2mountain75.bmp Filename012=sea2city25.bmp Filename013=sea2city50.bmp Filename014=sea2city75.bmp Filename015=desert1.bmp Filename016=desert2.bmp Filename017=desert2farm25.bmp Filename018=desert2farm50.bmp Filename019=desert2farm75.bmp Filename020=desert2mountain25.bmp Filename021=desert2mountain50.bmp Filename022=desert2mountain75.bmp Filename023=farm1.bmp Filename024=farm2.bmp Filename025=mountain1.bmp Filename026=mountain2farm25.bmp Filename027=mountain2farm50.bmp Filename028=mountain2farm75.bmp Filename029=city1.bmp Filename030=city2desert25.bmp Filename031=city2desert50.bmp Filename032=city2desert75.bmp Filename033=city2farm25.bmp Filename034=city2farm50.bmp Filename035=city2farm75.bmp Filename036=city2mountain25.bmp Filename037=city2mountain50.bmp Filename038=city2mountain75.bmp Filename039=sea-city-farm1.bmp Filename040=sea-desert-farm1.bmp Filename041=sea-desert-mountain1.bmp Filename042=sea-farm-city1.bmp Filename043=sea-farm-desert1.bmp Filename044=sea-farm-mountain1.bmp Filename045=sea-mountain-desert1.bmp Filename046=sea-mountain-farm1.bmp Filename047=city-desert-farm1.bmp Filename048=city-desert-mountain1.bmp Filename049=city-farm-desert1.bmp Filename050=city-farm-mountain1.bmp Filename051=city-mountain-desert1.bmp Filename052=city-mountain-farm1.bmp Filename053=city-farm-sea1.bmp Filename054=city-sea-farm1.bmp Filename055=cityport1.bmp Filename056=sea2desert25b.bmp Filename057=sea2desert50b.bmp Filename058=sea2desert75b.bmp Filename059=city-river1.bmp Filename060=city-rivermouth1.bmp Filename061=city-riverturn1.bmp Filename062=desert-river1.bmp Filename063=desert-riverturn1.bmp Filename064=farm-river1.bmp Filename065=farm-riverturn1.bmp Filename066=river-city2farm1.bmp Filename067=river-desert2farm1.bmp [sea1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture= AlphaObjectTexture= [sea2desert25.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=1 TransitionTo=2 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2desert50.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=2 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2desert75.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=3 TransitionTo=2 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2farm25.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=1 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2farm25b.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=1 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2farm50.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2farm75.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=3 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2mountain25.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=1 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2mountain50.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2mountain75.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=3 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2city25.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=1 TransitionTo=4 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2city50.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=4 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [sea2city75.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=3 TransitionTo=4 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [desert1.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=1 Allow90deg=1 Allow180deg=1 Allow270deg=1 SolidObjectTexture= AlphaObjectTexture= [desert2.bmp] TextureType=2 DetailType=1 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture= AlphaObjectTexture= [desert2farm25.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 TransitionType=1 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [desert2farm50.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 TransitionType=2 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [desert2farm75.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 TransitionType=3 TransitionTo=3 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [desert2mountain25.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 TransitionType=1 TransitionTo=0 3WayTransitionTo=0 RiverType=0 RoadType=0 RandomFactor=100 ExclusionRegion=0 ExcludeMaxX=0 ExcludeMinX=0 ExcludeMaxY=0 ExcludeMinY=0 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