I will provide 2 terrain options for the mod which means the city and cliff textures will have to be changed depending on which terrain you select. The default terrain will probably be my modded version of the 352nd terrain, though I currently prefer Martins England fields, as depending on the textures you allocate to the 'load.ini' slots it looks superb with it's large amount of trees and photoreal textures.
I have removed some of the photoreal towns from some of the textures.
A while back I was puzzled when using Martins England field terrain, because in certain areas the tree mask and terrain don't match and it looks a mess. The 352nd map is riddled with these mismatches and it will affect whatever terrain set you use. This issue is also evident in one of the updated Canon channel maps.
When building a map, 'map_t.tga' is used to lay terrain textures and when changing a field terrain texture with a tree mask in a specific map area, changes should only be made to the 'map_t.tga' file and not in the unlocked FMB.
When you change the field terrain in the FMB, the new terrain's tree mask file is not recognized and this causes a terrain tree mask mismatch.
To rectify this I would have to reverse the changes made, in the unlocked FMB, and then make any new terrain editing changes to the map_t.tga file, and then the tree mask will match the newly changed terrain. This of course only affects terrain images with tree masks.
Changes are usually made in the unlocked FMB to fix repetitive tiling which looks crappy at altitude .
In the past this area of terrain was changed from LowLand3 to MidLand0 in the unlocked FMB but the new tree mask is not recognised.
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Here I have restored the Lowland3 terrain in the FMB and the tree mask and terrain are matched again.
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If I want to change the terrain to fix repetitive tiling and still have the tree mask and terrain texture matching, I have to do it here.
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This is the map_t.tga file. Every grayscale colour value is a terrain slot. It's a pain in the arse but every terrain field change with a tree mask has to be made here using the colour picker to acurately choose the correct terrain value and then make the changes using paintbrush. Some of the grayscale colour variations cannot be seen by the naked eye and the colour picker is the only way to identify what terrain is allocated to some of the darker areas.
If there is a better way I would love to know of it.
Cantebury area was badly affected by this tree mask issue and it is now mostly corrected. In the past I fixed Thanet and Dover areas, though there are more of these problem areas spread over the map.
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As for repetitive tiling issues, I have already fixed the problem in some of the coastal areas, making the changes on the 'map_t.tga' file