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Everything posted by Gepard
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How to make the game better
Gepard replied to markkyle66's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
Global Warming?
Gepard replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I would set the Sea tiles min alt = 0 and the max alt = 1 -
How to change the self generated objects?
Gepard replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No. But you can create new one with the Terrain Editor tool. -
Very difficult. I tried it with Vogesen terrain and i failed.
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F-29A "?"
Gepard replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Lynx is a british helicopter. -
F-29A "?"
Gepard replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Puma is a german armour vehicle. The F-29 i would call "Selten dämliches Uhubaby" -
What are you supposed to do with 30MT bomb
Gepard replied to PIGHUNTA69's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Forgett nukes. This are senseless toys for guys without balls. -
Speaking of SAMs
Gepard replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
Problem: TE loads only a part of the terrain hight data
Gepard posted a topic in Modding Terrains/Enviroments
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. -
Help with Terrain Editor
Gepard replied to a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Pfunkmusik. Post your added lines of your Citieslist and target.ini here. Perhaps we can see what causes you problem. -
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TerrainEditor CTD when using Autotexture Function
Gepard replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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= -
TerrainEditor CTD when using Autotexture Function
Gepard replied to a topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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. -
Breaking News!
Gepard replied to Basher11's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nukes are only toys for blockheads without balls. -
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.
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My way to create a terrain LESSON 3
Gepard replied to Gepard's topic in Modding Terrains/Enviroments
The TE dialog box demand: Enter the top-left coordinates of the map -
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
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Kashmir terrain
Gepard replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Ghostrider, if you has no WOE you will need a WOE (GermanyCE) replacement tileset. -
Kashmir terrain
Gepard replied to Gepard's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Yes, i think so. -
Battle of Britain Campaign Pack - Beta v0.60 Problems
Gepard replied to Salraine_Chi's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
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. -
mig 29G
Gepard replied to planes's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
MiG-29G used only soviet weapons in reality. -
Battle of Britain Campaign Pack - Beta v0.60 Problems
Gepard replied to Salraine_Chi's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
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? -
Battle of Britain Campaign Pack - Beta v0.60 Problems
Gepard replied to Salraine_Chi's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Are all runways i france white? Or only certain airfields? -
TE question - Full-size terrain?
Gepard replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sorry for the delay with writing the lessons and the Exkurs about the 100% terrain. I put it now into he Knowledge base. -
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.