Sorry Raptor I used the incorrect name of the file.
The correct name is "gndtype.bmp". This file is a greyscale bit map image
that tells the TE what tiles to place where. It is created when you start a new terrain,
or if you are converting an old terrain, the TE reads the old .typ file and creates
a gndtype.bmp file from it.
Bellow are the RGB values of each tile.
RGB Values
0 = ntt0000
17 = ntt0001
34 = ntt0002
51 = ntt0003
68 = ntt0004
85 = ntt0005
102 = ntt0006
119 = ntt0007
136 = ntt0008
153 = ntt0009
170 = ntt0010
187 = ntt0011
204 = ntt0012
Bellow are what each tile is.
ntt0000 Deep water ntt0000 will always be deep water
ntt0001 Grass
ntt0002 Forest 1 (evergreen)
ntt0003 Forest 2 (deciduous)
ntt0004 Farm 1
ntt0005 Farm 2
ntt0006 Rock
ntt0007 Swamp
ntt0008 Rocky Grass
ntt0009 Sandy Grass
ntt0010 Beach
ntt0011 River bed /
ntt0012 Snow / Coral
These are the names for the "Pacific" set of terrain tiles and textures.
The "ETO" textures would be
ntt1001 Grass
ntt1002 Forest 1 (evergreen)
ntt1003 Forest 2 (deciduous)
ntt1004 Farm 1
ntt1005 Farm 2
ntt1006 Rock
ntt1007 Swamp
ntt1008 Rocky Grass
ntt1009 Sandy Grass
ntt1010 Beach
ntt1011 River bed /
ntt1012 Snow / Coral
To have the TE use the "ETO" tile set create a text file in your
terrains root folder called "defset.txt" and in this file put simply the number 1 nothing else.
To Blend 2 textures outside of the editor:
RGB values for blending formula: (texture A ntt number * 16 + texture B ntt number) = blended RGB
So say we want to blend ntt0001 with ntt0010: (1 / 10)
01 * 16 = 16
16 + 10 = 26
26 is rgb for ntt0001/ntt0010 blend
or we can blend ntt0012 and ntt0006 (12 / 6)
12 * 16 = 192
192 + 6 = 198
198 is RGB for ntt0012/ntt006 blend
Hope this helps. Let me know if you still have trouble.
I'm not sure yet about the land for the way point's yet.
You can paint textures under the water by using the following naming wnttXXXX.bmp.
You can the edit your waterd.bmp file (which stands for "Water Depth") and create shallows near the shore lines and in coves and lagoons and such.
In the waterd.bmp file RGB value of 255 is land and 0 is deep ocean. so if you had a value of 254,253,252
near the shores the water would be shallow there and progressively get deeper as your number value comes down.
midi