I'm trying to understand the structure of AH terrains before attempting to learn the terrain editor. I've looked through the Terrain Wiki and the release notes for the new editor. There is no section, per se, that describes the terrain structure; information is buried in various sections. I tried to understand the underlying structure of terrains from this information, but I may have gotten some (or all) things wrong. Could you experts check these statements for accuracy please? I'll put question marks after each so no one thinks they are definitive.
The elevation grid is 1024 x 1024 so that there is 0.5 mile between elevations and the terrain is a tessellated collection of right triangles 0.5 mi x 0.5 mi x 0.702 mi?
Terrain textures are 1024 x 1024 pixels and cover a 2 mi x 2 mi square? So each texture is painted over a 4 x 4 elevation grid (i.e. 32 triangles) and each pixel of texture is 10 ft? There are only 13 textures allowed: 12 ground and 1 water?
However, the actual terrain texture resolution is 0.125 mi and defined by a 4096 x 4096 x 8 bit map which controls which texture gets painted on each 0.125 mi square of the terrain? In fact you can mix two terrain textures per each 0.125 mi square? (Are these features what are new with the new graphics?) Ground clutter (trees, barns, etc) go with the particular terrain textures and the designer does not have control over their placement?
Finally, the coastline is defined at even higher resolution: a 16K x 16K map defines water vs ground giving the coastline spatial resolution of 165 ft?
Did I get any part of that right?