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Gepard

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Everything posted by Gepard

  1. 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.
  2. 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.
  3. Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem.
  4. 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.
  5. 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 LimitRotation=0 Allow0deg=1 Allow90deg=1 Allow180deg=1 Allow270deg=1 SolidObjectTexture= AlphaObjectTexture= [desert2mountain50.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 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=1 Allow90deg=1 Allow180deg=1 Allow270deg=1 SolidObjectTexture= AlphaObjectTexture= [desert2mountain75.bmp] TextureType=2 DetailType=1 HeightMapScale=0.000000 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=1 Allow90deg=1 Allow180deg=1 Allow270deg=1 SolidObjectTexture= AlphaObjectTexture= [farm1.bmp] TextureType=3 DetailType=0 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=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [farm2.bmp] TextureType=3 DetailType=0 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=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [mountain1.bmp] TextureType=0 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= [mountain2farm25.bmp] TextureType=0 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 [mountain2farm50.bmp] TextureType=0 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 [mountain2farm75.bmp] TextureType=0 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 [city1.bmp] TextureType=4 DetailType=0 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=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture=terobject_buildings1.bmp AlphaObjectTexture=terobject_trees1.bmp [city2desert25.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 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 [city2desert50.bmp] TextureType=4 DetailType=1 HeightMapScale=0.000000 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 [city2desert75.bmp] TextureType=4 DetailType=1 HeightMapScale=0.000000 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 [city2farm25.bmp] TextureType=4 DetailType=0 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 [city2farm50.bmp] TextureType=4 DetailType=0 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 [city2farm75.bmp] TextureType=4 DetailType=0 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 [city2mountain25.bmp] TextureType=4 DetailType=0 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 LimitRotation=0 Allow0deg=0 Allow90deg=0 Allow180deg=0 Allow270deg=0 SolidObjectTexture= AlphaObjectTexture= [city2mountain50.bmp] TextureType=4 DetailType=1 HeightMapScale=0.000000 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= AlphaObjectTexture= [city2mountain75.bmp] TextureType=4 DetailType=1 HeightMapScale=0.000000 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= AlphaObjectTexture= [sea-city-farm1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=4 3WayTransitionTo=3 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 [sea-desert-farm1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=2 3WayTransitionTo=3 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 [sea-desert-mountain1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 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= AlphaObjectTexture= [sea-farm-city1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=3 3WayTransitionTo=4 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 [sea-farm-desert1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=3 3WayTransitionTo=2 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 [sea-farm-mountain1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 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= AlphaObjectTexture= [sea-mountain-desert1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=0 3WayTransitionTo=2 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= [sea-mountain-farm1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=0 3WayTransitionTo=3 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= [city-desert-farm1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 TransitionTo=2 3WayTransitionTo=3 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 [city-desert-mountain1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 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= AlphaObjectTexture= [city-farm-desert1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 TransitionTo=3 3WayTransitionTo=2 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 [city-farm-mountain1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 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= AlphaObjectTexture= [city-mountain-desert1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 TransitionTo=0 3WayTransitionTo=2 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= [city-mountain-farm1.bmp] TextureType=4 DetailType=0 HeightMapScale=0.000000 TransitionType=4 TransitionTo=0 3WayTransitionTo=3 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= [city-farm-sea1.bmp] TextureType=4 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=3 3WayTransitionTo=1 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= [city-sea-farm1.bmp] TextureType=4 DetailType=2 HeightMapScale=75.000000 TransitionType=4 TransitionTo=1 3WayTransitionTo=3 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 [cityport1.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 [sea2desert25b.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= AlphaObjectTexture= [sea2desert50b.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= AlphaObjectTexture= [sea2desert75b.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= AlphaObjectTexture= [city-river1.bmp] TextureType=4 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=1 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= [city-rivermouth1.bmp] TextureType=1 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=4 3WayTransitionTo=0 RiverType=1 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 [city-riverturn1.bmp] TextureType=4 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=2 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= [desert-river1.bmp] TextureType=2 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=1 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= [desert-riverturn1.bmp] TextureType=2 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=2 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= [farm-river1.bmp] TextureType=3 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=1 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= [farm-riverturn1.bmp] TextureType=3 DetailType=2 HeightMapScale=75.000000 TransitionType=0 TransitionTo=0 3WayTransitionTo=0 RiverType=2 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= [river-city2farm1.bmp] TextureType=4 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=3 3WayTransitionTo=0 RiverType=1 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= [river-desert2farm1.bmp] TextureType=2 DetailType=2 HeightMapScale=75.000000 TransitionType=2 TransitionTo=3 3WayTransitionTo=0 RiverType=1 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=
  6. There are two versions of TE. For SFP1 i use the old version, for all later terrains i use the new version. I dont know, why the CTD happen.
  7. Nukes are only toys for blockheads without balls.
  8. LESSON 3: Basic Terrain In the last lesson we got all the neccessary files to get TE working. We have the tileset, the texturelist and the downloaded high data DEN file, in the case of Kashmir terrain the file e060n40.tar This file is packed, we must unpack it. I use the tool WinRAR for it. Now we are ready for start working with the TE. At the end of this lesson, we will be able to fly for the first time over the basics of the new terrain. Okay, lets go. Step 1: Open the Terraineditor. Step 2: In the left upper corner you find the "File" Click on it and then click on "New" A Dialog Window is opening. I set following entries for Kashmir terrain Terrain Map Size 1000 km Texture Tile resolution 2000 m Heigh Field Resolution 500 m ( REMARK: You can change the Terrain Map Size freely without problems. I think 1000 - 1500 km large terrain are the optimum. You can make it smaller or bigger, but i think 1000 km is a good mix between size and density of targets. Texture Tile resolution tells us the size of each terrain texture tile on the map. 2000 m means, that on single texturetile on the map covers a square of 2 x 2 km. This is the standard setting for SFP1, WOE and WOV. The WWI sim FE use 500 meters. But if you try 500m in the Jet sims, you will seen that the fps rate is dropping down dramaticaly. The reason is, that the visibility range of FE is much lower than in SFP1,WOV or WOE. If you use the FE settings, at the moment the computers are to slow to handle it. I had tried it and got a unplayable fps rate of 5 or 6.) -Now click on OK. Step 3: -Click on Edit -Then on Import DEM The next Dialog window is opening. You see, that we will now have to use a map, to get the Longitude and Latitude informtion. For Kashmir i set : Longitude 64 E Latitude 36 N Map Scale 100% Height Scale 110% (REMARK: Let the Map Scale at 100%.. The Heigh Scale you can change. I use 110%, what means, the mountains are approx 10% higher than in reality, because the TE has a function to smooth the terrain and smoothing the terrain cost approx 10% of the high, so that after smoothing the mountains should have their normal high.) -Click OK Then a new window is opening and ask for the location of the unpacked high data DEM file. Open the file and the TE will create the high data field. You will see, that the TE screen now becomes greenish. Step 4: - Click "View" - Click "Set Zoom Level 100%" and now you has a full view over the terrain. - Check out, wheter the terrain covers the wished area of the world. If not, then go back to Step 3 and readjust the Longitude and Latitude entries. Step 5: -Click TextureList -Click Open TextureList (If you has forgotten where it is, you should find it in folder Terrain/Kashmir/Texturelist) -click View - click View Texture Tile The area becomes dark, nearly black If you zoom in you will see, that the entiere area is covered with tiles. But the tiles does not fit with the terrain Step 6: - Click Edit - Click Autotexture And voila it looks much better. We have snow at he mountains, Wood, farmland, grasland and water. (The only problem is, that there are a lot of "Street tiles" which should not be there. There TK's texturelist as a failure. This we must correct now in Step 7) Step 7: - click Texturelist - click Edit Texture Map list A dialog window is opening. It shows all available texturetiles. -Look for entries with "Road" in the name. Double click Next dialog window is opening -Look for "Random Factor" set it to 0 - OK - Look for the next "Road" file etc pp. - If you has done it with all files close the dialog box. - click TextureList - click Save Texture List - Redo Step 6 You will see a more satisfying looking terrain. Step 8: - click File - click Save as save it as Kashmir - Ok Step 9: Open Kashmir folder with Windows explorer and copy the files Kashmir.hfd and Kashmir.tfd into backup folder. hfd is the height data field tfd is the texture of the terrain. Backup is neccessary, because the TE has no "Undo" function. If you make a mistake during terrain building you has now access to the "virgin" terrain files. Step 10: In this step we will create 2 provisional airbases for test reasons (One for each side.). Only to see how the terrain looks. The position of the airfields is choosen at free will. -Open file Kashmir_targets.ini - delete all lines - make following entries: [TargetArea001] Name=India AFB Position=500000.000000,785000.000000 Radius=5656.854492 ActiveYear=0 Location=2 Alignment=ENEMY AirfieldDataFile=desert_airfield1.ini NumSquadrons=3 Target[001].Type=Runway1 Target[001].Offset=0.00,0.00 Target[001].Heading=0 [TargetArea002] Name=Pakistan AFB Position=250000.000000,280000.000000 Radius=9899.495117 ActiveYear=0 Location=4 Alignment=FRIENDLY AirfieldDataFile=desert_airfield1.ini NumSquadrons=5 Target[001].Type=Runway1 Target[001].Offset=0,0 Target[001].Heading=60 - save it Step 11: -Start WOE -choose single mission screen -choose Recon mission -and now take off to the first flight over the new terrain (the best is to start in the air, not on the runway) How to fill the terrain with targets, airfields etc i will show you in LESSON 4.
  9. The TE dialog box demand: Enter the top-left coordinates of the map
  10. File Name: Kashmir terrain File Submitter: Gepard File Submitted: 1 Apr 2008 File Category: Terrains Kashmir TERRAIN ===================== Kashmir terrain is made for WOE. ========================= This terrain is made as part of the tutorial "My way to create a terrain" which you can find in the Knowledge Base of Combatace Forum. This terrain is full operational, but not finished. If someone want to use it as basic for making a full developed India vs Pakistan terrain, so feel free to use this terrain. As i have promised you will find 3 airbases and 3 industrial target areas for each side. I have installed one shipping line, 2 truck convoi routes and 2 panzer battle routes. I put in the Texturelist and the Citieslist, so that you has all neccessary files for further work with the Terrain editor. ++++++++++++++++++++++++++++++++++++++++ INSTALLATION unzip all files into your Wings over Europe/Terrain folder Thats it. ++++++++++++++++++++++++++++++++++++++ Kashmir Strait terrain is freeware. Commercial use is forbitten. If you find bugs please post them in StrikeFighters section of Combatace.com forum. +++++++++++++++++++++++++++++++++++++ Hope you enjoy it. Michael (Gepard) Click here to download this file
  11. Ghostrider, if you has no WOE you will need a WOE (GermanyCE) replacement tileset.
  12. In France i have placed 2 types of airbases. The bomber bases are moded standard airfield3, th fighter bases are made by me. If only the fighter bases would be white it would mean, that you miss the file conc1.bmp which is normaly included in desert.cat.
  13. MiG-29G used only soviet weapons in reality.
  14. The Problem with the white airfields in France is strange. The basic runways in France and England are the same files, also the airfields in GB must also be white. Only the german fighter bases in France i made with different files. Could you post a screenshot?
  15. Sorry for the delay with writing the lessons and the Exkurs about the 100% terrain. I put it now into he Knowledge base.
  16. Exkurs: The 100% terrain. As said previously in one of the lessons, the TE has the tendency to make a terrain smaller as it is in reallity. So we will have a terrain that is around 60% as large as in reality. What means that on a 600x600km square you will find all high data compressed which are normaly to find on a 1000x1000km square. How to make it (nearly) real size? Lets say you want to make a terrain of the size 1000x1000km. 1. Open the TE 2. Click FILE, click NEW A dialog box is opening Enter Terrain Map size 1000 OK 3. Click EDIT, click IMPORT DEM A dialog box is opening. now enter the coordinates of the terrain. OK 4. Open the Texurelist and then let autotexture the terrain (EDIT/AUTOTEXTURE) 5. Save the terrain (Till now is nothing new!) 6. Click FILE, Click EDIT HEIGHTMAP as BITMAP Save this bitmap file. 7. Open the saved bitmap file with a paint programm. (I use PaintShopPro for it.) You will see, that our 1000km terrain form a 2000 pixel picture. 1km = 2pixel. 8. Now we must enlarge the picture. The formula is simple mathematics (x=2000pixel*100%/60% x= 3333) Now you could resize the picture from 2000x2000 to 3333x3333. BUT There are always certain warp factors which cause failures. The reason i dont know, but i guess it has to do with the shape of the Longitudesintervalls (big at Equator and small at the polar areas). I found that problem on my Deutschland terrain. While the distances in south Germany were correct the distances in north Germany were to big. Thatswhy i resize the picture not with 3333x3333 but only with 3200x3200. This value, i think, is a good compromise. 9. Now we only must cut out a 2000x2000 pixel square from the enlarged picture. The cutout now has the (nearly) correct size. Paste the cutout into a new picture and save it. 10. Back to the TE Click FILE, click IMPORT HEIGHTMAP as BITMAP and import the new 2000x2000 pixel file. 11. Autotexture the terrain and save it. 12. Check out wheter the distances are correct. If not go back to step 8 and use a different resize factor till the result is satisfying for you. This is my way to create a nearly correct scaled terrain. I know there are other ways, perhaps there are better ways, but to above shown way is the way i follow to create my 100% scaled terrains. I hope this Exkurs is helpfull for you.
  17. LESSON 6: The Planning Map To finish the terrain we must now create a planning map. The planning map you need for single mission screens, but also for campaigns. It is the Map you can select in game menu. Step 1: The Planningmap If you open the file Kashmir.ini you will find following lines [Map] FilenameFormat=GermanyCE_Map%d.bmp Width=1000000.0 Height=1000000.0 NumZoomLevels=2 This is taken from WOE GermanyCE terrain. Thatswhy i will rename GermanyCE_MAP into Planningmap. Now it looks [Map] FilenameFormat=PlanningMap%d.bmp Width=1000000.0 Height=1000000.0 NumZoomLevels=2 The meaning of the lines from below to top. -2 planningmaps of different sizes are defined, (it can be more) -The size of the Planningmap defines by Width and Height. This must fit the size of the terrain. In case of Kashmir terrain we have already a 1000x1000 km terrain, so that we have nothing to change. But if you make a 1500x1500 km terrain you must also change the values here. Dont forget, the values are needed in meters. 1km is 1000 meters. - The filename and format of the planningmap. I call my files planningmap1.bmp and planningmap2.bmp. The first file has a size of 512x512 pixel, the next map 1024x1024 pixel, a possible next map 2048x2048 pixel. - For creating the planningmap i use the TE functions EXPORT Hight Map as Bitmap or Export Tilemap as Bitmap The exported files have a size of 500x500 Pixel, so that you must resize it to 512x512 and save it as Planningmap1.bmp and then resize to1024x1024 and save it as Planningmap2.bmp Of course there are other approaches to create a planning map, but this is the most simple way. Step 2: The frontline Now we need a frontline for the planningmap. To create this we need the file Kashmir_movement.ini Open this file. I have taken it from GermanyCE, so i have all lines relating to this terrain. It looks like: [FrontLine] FriendlyBase=Bonn EnemyBase=East Berlin Position[001]=1000000.0,1000000.0 Position[002]=768000.0,846000.0 Position[003]=622000.0,848000.0 ......... Position[021]=688000.0,282000.0 Position[022]=1000000.0,250000.0 StartShow=4 EndShow=20 What does it mean? FriendlyBase and EnemyBase are parameters for the campaign. The winner of a campaign is theside who capured the opposing Base. Now i want to change it for use in my Kashmir terrain. For Kashmir i change the names in that way: FriendlyBase=Karachi EnemyBase=Goa The names you use here you must have be a [TargetArea] name in targets.ini The Position[xxx] lines define points on the map. Per definitionem a border is a imaginary line between borderstones. With the Position[xxx] we define the position of that stones. You can ste as many points (borderstones) as you want. The minimum is 2, of course, you need at least 2 points to define a line. StartShow=4 EndShow=20 This lines define between which borderstones a visible line is drawn on the planningmap. In this case the first 3 and the last 2 connections between th borderstones will not be displayed. The values you can choose freely. Normaly i let draw the entire line. I hope my explanations are not to confuse, at this point i would wish ii could write it down in german to make it more clear. Below the [FrontLine] chapter in the movement.ini you find a lot of [RouteXXX] entries. This entries define positions on the map which are neccessary for CAS, Armed Recon and AntiShip missions. The RouteType= define the mission. GROUND_ATTACK means CAS, so that a tank battle is placed there. TRUCK means ArmedRecon, so you will find a Truck column there. SHIPPING means AntiShip, so you will have a Ship convoi there. StartArea tells the game where the convoi starts, EndArea vice versa. The names of this areas must correllate with TargetArea entries in the target.ini. The names must be exactly the same or you get CTD. The RoutePositions are the points of the map between the convoi will move (waypoints). This points must not be the same as the location position in the target.ini. You can place as many waypoints as you want, the minimum is 2. So the first entries of my Kashmir.ini looks like: [Route001] RouteType=TRUCK StartArea=Karachi EndArea=Hydrabad RoutePosition[001]=226000,305000 RoutePosition[002]=282000,333000 [Route002] RouteType=Truck StartArea=Ahmadbad EndArea=Rajkot RoutePosition[001]=487000,325000 RoutePosition[002]=431500,207750 RoutePosition[003]=409000,172000 RoutePosition[004]=406000,169000 Now i will place the positions of the Groundattacks and for the shipping lines. As more routes you create as better. Only the testing could be a nightmare, if you find Ships sailing over land or tank battles middle on the sea and you dont know which of your many routes has the wrong positions.
  18. File Name: 3 Soviet MiG-15 Red Nose Korea War Skins File Submitter: Gepard File Submitted: 6 May 2007 File Category: Mig-15 This are 3 skins for Paskos MiG-15bis and are basing on the original skins of Pasko. They represent 3 soviet Fighter Divisions who operated in 1951 over the MiG-Alley. In 1951 all MiG-15 units painted their MiG-15 with red high visibility markings to avoid misidentifications with F-86 Sabre. The markings of the units were different. All common was the red nose,but the size of the red area was different. Also the paintings on the tail were different. Some units had, other had not red tails. The bord numbers were first 4 digit , later 3 digit. The color of the bord number was black, but also blue and red numbers were seen over Korea. I used the black in this package, but if you want to have red numbers, feel free to change it. The Units: The 151. IAD fought only 4 weeks in February, lost 6 MiG's and shot down 36 US planes. The 324.IAD was commanded by Col. Iwan Koshedub. Fough from March 1951 to January 1952. Lost 24 MiG's and shot down 215 enemy planes. Top ace was Jewgeni Pepeljajew with 19 Kills (16 confirmend by US sources). 303.IAD fought from April 1951 to February 1952. It was commanded by Col. Lobow. Top ace was Nikolai Sutjagin with 21 kills (14 confirmend by US sources). The 303.IAD shot down 302 enemy planes and lost 49 MiG-15. Click here to download this file
  19. Check out wheter there is a planningmap in your terrainfolder. Without planningmap you get CTD.
  20. LESSON 5: The targets.ini With the end of Lesson 4 we had a much better looking terrain. But know i hear the calling "Hey in Lesson 4 you wanted to show us how to place targets and airfields!". I have, but you havent realized. Okay. Look into your Kashmir folder and you will find the file Kashmir_targets_proto.ini Open this file and you will see a lot of target areas. They were automatically created by TE by using the City List (nice powerfull tool, isnt it?). The only thing we have to do now is to fill them with targets and to test it. But before we can do it we should bring a little bit order into the chaos of the file. This i usual do with remarks. The reason is, that after finishing the terrain certainly after some time you want to improve it. But believe me in a half year or so, you has forgotten to much about the terrain, so that remarks are very, very, very .... very helpfull. Step 1: -writing remark lines the sytanx of a remark is simple. Behind // you can write down what you like. My remarks are: // --- pakistani towns // --- India towns // --- pakistani airfields // --- India Airfields Of course i place them on the right place. Step 2: - Setting the Alignment In the SFP1 world we have ENEMY and FRIENDLY. The red side is ENEMY, the blue side is FRIENDLY. Even, if you want to play for the reds, the reds are always ENEMY. - Go through every single target area and check the Alignment. Pakistani targets (Blue Side) are set to FRIENDLY. India (Red Side) targets we must change into ENEMY. Step 3: - Now we should add objects to the target areas. Step 3.1 City targets The simplest way is to copy target objects from already existing Terrains. I open file GERMANYCE_target.ini from WOE and search for a good looking target area. For the first i like Bad Hersfeld. I copy all the lines from Target[001].Type=GeneratorBuilding1 to Target[013].Heading=45 and paste them into my Target area 001 which now looks like: [TargetArea001] Name=Karachi Position=226000.000000,305000.000000 Radius=10000.000000 ActiveYear=0 Location=1 Alignment=FRIENDLY Target[001].Type=GeneratorBuilding1 Target[001].Offset=58.37,-101.06 Target[001].Heading=0 Target[002].Type=Warehouse1 Target[002].Offset=-48.28,-98.98 Target[002].Heading=180 Target[003].Type=Warehouse1 Target[003].Offset=-52.96,-11.75 Target[003].Heading=180 Target[004].Type=CommBuilding1 Target[004].Offset=112.91,-117.33 Target[004].Heading=0 Target[005].Type=watertower3 Target[005].Offset=1651.31,-1624.36 Target[005].Heading=0 Target[006].Type=watertower3 Target[006].Offset=-2309.11,-126.81 Target[006].Heading=0 Target[007].Type=AAA Target[007].Offset=1432.27,-5793.68 Target[007].Heading=90 Target[008].Type=AAA Target[008].Offset=2838.81,-3305.38 Target[008].Heading=90 Target[009].Type=AAA Target[009].Offset=2648.81,-2277.44 Target[009].Heading=90 Target[010].Type=AAA Target[010].Offset=490.40,999.24 Target[010].Heading=90 Target[011].Type=AAA Target[011].Offset=546.79,317.25 Target[011].Heading=90 Target[012].Type=AAA Target[012].Offset=1505.35,-342.73 Target[012].Heading=90 Target[013].Type=AAA Target[013].Offset=-40.89,346.09 Target[013].Heading=45 This i will do with all City targets. Step 3.2 airfield targets If you now look into GermanyCE_targets.ini for airfields, you will find, that there are two more lines in the target area header than in the normal Target areas. The lines are: AirfieldDataFile= NumSquadrons= The first line define the airfield type, the seond, the number of squadron which can placed on this airbase. The best way is now to copy an entire airbase from GermanyCE_targets into Kashmir_targets. But be carefull, we need only the lines from AirfieldDataFile= to the last Target[xxx]= The rest of the header we have already in Kashmir_targets. Now we have the city targets and the airfield targets. Step 4: -save the file as Kashmir_targets.ini (not as Kashmir_targets_proto.ini) Of course we overwrite our old Kashmir_targets.ini. Step 5: The most boring part of terrain development is testing. We must test, wheter our airbases are working properly. How we test it? Of course we fly a mission. Now it would be a random game to test each airfield, because the start position is randomly selected by the game. Thatswhy i use a help construction. - I open Kashmir_targets.ini with notepad editor - I press CTRL (STRG) +H and replace FRIENDLY with NEUTRAL - Then i go to the first Pakistani airbase P1 and set its Alignment back to FRIENDLY. - If i start now the single mission, i will start from the first Pakistani airbase (There is no other blue base left). Now i can see wheter all is okay. The best way to test the runway is to drive over the entire lenght of the runway. If you dont do it, you can suddenly face a problem like the Etzion AFB in TK's WOI terrain. Check it out, you will see what i mean. If you face a problem, then try to move the position of the base a little bit and test it again. Till you find a position, wher all is okay. -If all ist okay, then i realign the first pakistan airbase P1 to NEUTRAL and set airbase P2 to FRIENDLY. -If i have tested all pakistani bases i Press CTRL (STRG)+H and replace NEUTRAL with FRIENDLY -Then i have to do the same job with all indian airbases, but now i have to set all Alignment from ENEMY to NEURTRAL. I know is a boring, but neccessary job. Step 6: Now you can start to open TE again and begin with terrain improvements like placing rivers and roads on the map. I do this manualy. Every single river or road tile is layed out by hand. I know this is time consuming. When i have finished one river or road i will fly a test mission to see, wheter all is okay, that the rivers not climbing the hills etc. Oh yeah, its time consuming. Oh yeah, its boring. Thatswhy i will explane you how to make a planning map and the other neccessary files in LESSON 6.
  21. LESSON 4: improving the Terrain (The City List) With the end of Lesson 3 we were able to fly the first time over the new terrain. Now we will make a better looking terrain. I dont know wheter you like the allocation of the terrain types. I, for my case, think there is to much snow in this terrain. This i want to change now: Step 1: - Open TE, open Kashmir terrain, open texturelist Step 2: - click Texture List, click Edit Texture Type List A dialog box is opening. It shows the types or classes of the texture tiles. You see, we have classes for Sea, Grass, Field, Forest, Snow, City and two markers. Step 3: - double click on one of this classes, lets say Snow you see, that the allocation of the texturetiles is defined by Altitude. The Snow tiles starts at 1200 meters. I change this enty into 2500 meters. Click OK. Step 4: -Then i open the Forest class and change the max Altitude from 1200 to 2500. Click OK. If i would not do this step there would be a gap in tilesetting that the TE would fill with strange tiling. -Then i close the dialog box Step 5: -click on Edit -click on Autotexture -check out wheter you like the result. If not go back to step 3 and readjust the values. Play a little bit with the values till you find a allocation of the tiles you that fit your taste - If you has found such a allocation, then save the Texturelist After that we can start to work the City List. The City List is a very powerfull tool of the TE. With the CityList you can define where to place cities and airfields. With this list TE will create a new prototype _target.ini. With this list TE will be able to flatten areas for runways. With this list TE will place automatically city tiles on the map while autotexturing the terrain. Lets go! Step 1: - click City List - Click New City List - choose a name and save it. In my case i save it as Kashmir_Cities.ini Step 2: - click Edit City List A Dialog Box is opening -click New next Dialog is opening -i insert following entries: City Name: Karachi Terrain type: C City Position x 226 Position y 305 Randomess 0 Width : 8 Lenght: 7 -click OK Now City of Karachi is done. You will ask from where i get the values for the entries. Now this is easy. To get it you need a sheet of paper, a pencil and a map. Change the view of the TE from "View Texture Tile" to "View Height Field" Then you must look on the map choose a town then look on the heigh field of the TE and try to locate it with the cursor. I know it is difficult and often more a guess, but with the help of Coastlines, mountains and rivers it is possible to place the cursor more or less on the correct place. Now look in the left below corner of TE. You see the position of the cursor in values of a coordinate system. The values are given in meters. For the position of Karachi i had 226000 and 305000. The dialog box need entries in kilometers, what means i enter only 226 and 305. If you has to enter values like 226755 meters, so write in dialog box 226.755. The Width and Length of a city are only guesses. But make this values not to small. The best way to handle this step is to write down all values and if you have all on the paper, then enter them into the dialog box. - After doing Karachi i enter the values for the next two pakistani cities and 3 indian cities. Hydrabad x 282 y 333 W 6 L 5 Mirpakhas x 294 y 329 W 4 L 5 Ahmadbad x 478 y 325 W 8 L 7 Rajkost x 406 y 169 W 4 L 5 Goa x 411 y 93 W 4 L 5 On this Step you should include all cities you want to see on the map, as more, as better. For this tutorial i place only 3 cities for each side. But you can place some hundreds of cities here. Step 3 - Then i save the Citylist Step 4 - Then i will Autotexture the terrain again and look wheter the cities are on the place i intended. If not i go back to Step 2 and edit the entries. When we have placed all cities we should place the runways Step 1: -Look on the map for airfield positions, then look into TE and find out the x and y coordinates. write it down on your sheet of paper. Step 2: -Click Citylist, click Edit City List - Click New - Enter the values but now make sure to set a hook into "Has Airfield" the values i use are: P1 airfield x 224 y 295 w 6 L 6 P2 airfield x 268 y 333 w 6 L 6 P3 airfiled x 258 y 302 w 6 L 6 I 1 airbase x 339 y 174 w 6 L 6 I 2 airbase x 303 y 178 w 6 L 6 I 3 airbase x 390 y 209 w 6 L 6 As terrain tiles type i use in this case Grass. (W and L define the size of the airfield. with the value 6 the TE will create a flatten area in form of a circle with 6km. You can experiment with this value, but make it not to small.) Step 3: - save City List Step 4: -Click Edit - Click Autotexture the terrain You will find now at the places of the airfields grassland, and of course the cities at the places where they have to be. Step 5: -Click Edit -Click Transistion textures Now you can see the change of the terrain. The tiles now fit. Between the tileclasses are now placed transistion tiles. Step 6: -Click Edit -click Level airfield Look on the Heighfield map. Around the airfield placed the area is flaten. Step 7 - Click file - click Save all Now the work with TE is done. (For the first time, we will need the TE later again.) You can close the TE. Now it is time to make backups. Move the hfd and the tfd file into your backup folder. The best is to give this files calling names. For instance Kashmir_leveled_airfields.hfd. The reason is, that TE has no undo function. If you make a mistake in further development, you has now a original file to start your work again. (BY THE WAY: If you fly a test mission over water, you will see, that something looks strange. The water is white. The reason is that the TE had overwritten the Kashmir_DATA.ini file with an old (incompatible) version. Thatswhy i told you in LESSON 1 to put your Kashmir_DATA.ini into your backup folder. Now its time to fetch it back to get back the blue water of the rivers and the sea. And this you must do every single time when you has saved something with the TE.) The next step is to creating the target areas. But this will be the task for the Lesson 5.
  22. 1.I renamed the terrain, as many users wanted it into Formosa Strait (Taiwanhaixia). 2. Made finetuning of terrain tiling, set some rivers on the map. 3. Created Port of Gaoxiang (Taiwan) screenshot is above.
  23. Hunter. A FT-17 beta version you will find at Capuns Site. And a F-18C, why you dont try it yourself? All modders started because they wanted something that was not available.
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