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Gepard

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Posts posted by Gepard


  1. T-55AM Panzer of ZAHAL (israelie Army)


    T-55AM Panzer of ZAHAL

     

    In the 6-Days War of 1967 Israel captured a lot of syrian and egyptian T-55. This panzers were used in the israeli Army (ZAHAL) up to the 70th and proved as good and reliable combat vehicles.

    During the Yom-Kippur-War the israeli T-55 formed the spearhead of Sharons counter offensive to cross the Suez Canal. In combat with egyptian T-55 the israeli T-55 proved superior due better crew training.

     

    ************************************************

    INSTALLATION

     

    Unzip all files into your objects/groundobjects folder.

     

    Thats it.

     

    ***********************************************

    This is a mod of TK's WOI stock T-55. The mod is freeware. Commercial use is not allowed.

    ***********************************************

     

    Hope you enjoy it.

     

    Michael (Gepard)


     


  2. Polska vs. Obwód Kalingradzki ( Polska agr.)

     

    Tja, our polish friends. Thats reminds me on the good old story, that the polish wanted to conquere this land, that now is know as Kaliningrad area, some hundred years ago, in the medieval. But the people who setteled there, they were called the Pruzzen, dont wanted to come under the polish regime. So the protected themself very successfully and pushed the polish knights away. The polish attacked the pruzzen again and again and again and the only result were bloody polish heads.

    Its a typical polish problem of polish selfdeception, the believing to be powerfull lions but to be in reality only weak poodles. But the polish poodle was clever. He called real wolfes to conquer the land of the Pruzzen, he called the Deutschritterorden, the knights of the german order. The germans build the fortress Marienburg and from this fortress they started crusades against Pruzzi, fought around 50 years. Then they hold Pruzzia in their hands. Now the polish poodles came to the german knights and said: Okay, thank you that you have taken Pruzzia, now hand it over and go home.

    But the knights of the german order were much cleverer than the polish poodle. Before they had started the conquest of Pruzzia they went to the pope and got the permission to keep all land that was conquered during the crusades agains Pruzzia. So the law was on the german side and to poodle went home with haning ears.

    The polish poodle was fooled and from this time the polish hated the germans, up today, in the strong knowledge of their inferiority.

    And now our polish friends want to play it again. But now they want to bite the russian bear instead the pruzzen. And we all know how this would end, with bloody polish heads.

    Also the poodles will have to call support again. The german wolfes or the american eagles?

    But beware little poodle wolf or eagle will fool you again.


  3. 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.

    • Like 1

  4. Problem: I can't autotexture a terrain.

     

    The problem is caused by the Terrain Editor version. While the old version autotexture terrains written for SFP1 without problems it has problems with the terrains for the newer Sims like WOE or FE.

    The new version of TE is good for the newer terrains, but has problems with SFP1.

    To overcome this i have uploaded the 2 versions of TE in the download section. Use the right TE version and the trouble is over.

     

     

    BUT:

     

    there is an other way, for all guys who want to use the new version of TE on old terrains.

     

    Step 1: Open the desert terrain

    Step 2: Open file TextureListDesert

    Step 3: Click Texture List, click Edit Texture Type List

    Dialog box is opening

    click on Mountain

    new Dialog box is opening

    set hook on Check for Altitude

    close the boxes

    Step 4: Click Texture List, Click Save Texture List

     

    With this newly saved Texturelist you can autotexture any terrain with the new version of TE.

    The problem: sometimes this trick does not work on the first try. Then try it again till it runs fine.


  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

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    SolidObjectTexture=terobject_buildings1.bmp

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    SolidObjectTexture=

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    [farm-riverturn1.bmp]

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    AlphaObjectTexture=

     

    [river-city2farm1.bmp]

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    [river-desert2farm1.bmp]

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