Getting Started (v2.3) Download and virus check tileset.exe file. Save the file in your terrain folder. Double click the file to launch the tool. The Basics: Elevation File (*.elv) Navigate to and select your terrain's .elv file. This file contains the elevation data to your terrain. Ex: myterr.elv Type File (*.typ) Mavigate to and select your terrain's .typ file. This file contains the tile type information to your terrain. Ex. myterr.typ Uses Elev File with '.ter' extension This section is only used to import Terragen files with the .ter extension. The tool is expecting a 1024x1024 terrain size. You will need to regiester your version of Terragen with www.planetside.co.uk to build terrains of this size. Invert '*.ter' order (Used only for importing Terragen files.) In Terragen files, address 0 corresponds to the upper left corner. In TE2 files, address 0 corresponds to the lower left corner. Placing a checkmark will cause the Terragen file's address 0 to be the lower left corner. Map Size (Used only for importing Terragen files.) The tool is expecting the *.ter file to be 1024x1024. Selecting the 256 Mile option will cause the tool to only import the center section measuring 512x512. Elevations out side the center section will be set to 0 elevation. Selecting the 512 Mile option will import the entire 1024x1024 *.ter file. Find Units (Used only for importing Terragen files.) Terragen uses "units" that are then converted to actual elevations. Clicking the Find Units button will find the maximum and minimum units contained within the import section of the *.ter file and fill in the Max and Min fields. SL (Used only for importing Terragen files.) The field next to "= SL" sets the sea level elevation in units and controls how much water or ocean there will be. Large numbers mean more water and less land, small numbers mean less water and more land. Any units less than the SL unit are considered underwater and their elevations will be set to zero. Max Alt (Used only for importing Terragen files.) Sets the maximum height of your terrain. unit^ (Used only for importing Terragen files.) This is simular to "Canyonize" and "Glaciate" in Terragen. Larger number increases the steepness of the terrain where as smaller number flatten the terrain. Smooth Below (Used only for importing Terragen files.) Calculated Terragen elevations at or below this value will be averaged. This causes low hills to be more rolling while leaving mountain peaks more jagged. To turn this feature off, set to 0. To smoth the entire map, set to the Max Alt or above. Set Elevation (Used only for importing Terragen files.) Clicking this button will import the Terragen information and will over-write your terrain's *.elv file. Tile Type Section The section contains the Gaps, Elevation Intervals, tile type dropdown menus and other options used in setting the terrain's tile types. Tile Type Dropdown Menus The dropdown menus let you select the type of tile to use within the elevation interval. You are limited to the current 7 tile types. Elevation Intervals You can type an elevation directly into these fields or you can use the Set button. Gap The gap units are used automate the setting of the elevation intervals and must be grater than 0. The larger the number, the more altitude will be assigned for the corresponding elevation interval. x^ This is used to assign the size or height of each gap unit. A value of 1 means all units are of the same height. Less then one will cause the gap units at Sea Level (SL) to be larger than the ones at the top. A value greater then one cause the gap units at top to be larger then the ones at SL. Set Button This will set the elevation intervals using the gap units and x^ value. Max Grade for Farms This sets the maximum grade for farm tiles. Large numbers mean steep terrain and small number mean more level terrain. This prevents farms for appearing on the sides of cliffs. If the terrain is too steep to support the farm tile, the tile type will be set to the type for the elevation interval immediately above or below the farm elevation interval - there is some randomness programmed in. Set Type Button This sets the terrain types based on the elevation intervals and will over-write the terrain's *.typ file. For terrain elevation equal to 0 (SL), and if the SL tile type is set to water, the tile's edge elevations will be tested. If any of the 8 edge vertices are above SL, the tile type will be set to the tile type immediately above the SL tile type. Set Sub-Types Button This randomly sets non-water terrain sub-types and will over-write the *.SYP file. Water will have its sub-types set to zero (0). Use Set Terrain Type Under Object so the terrain sub-type is set to zero. If objects such as fields have terrain sub-types other than zero, problems with bombers can occur - number 3 drone of a B24 formation can start rolling backward, takeoff and explode. Level Terrain Under Objects This section uses the terrain's *.oba file to locate the bases, factories, towns, and HQs. Level Terrain Under Objects This will average the 9 verities that contain the object. It will also average the terrain half a sector away in all direction to help smooth any sharp elevation transitions. Set Terrain Type Under Object to Any tile containing an object will have its tile type set the dropdown menu's type. This will also set the terrain's sub-type to zero. Modify Departure Paths for Bombers The Lancaster's terrain clearance capabilities where used to determine the maximum elevations allowed along the runway heading to a distance of 5 miles from the end of runway (EOR). The maximum elevations vary by field size. A fully loaded Lancaster was used to determine maximum elevations at large airfields and a lightly loaded Lancaster was used at small fields. If you have a mountain at the end of the runway, this is going to cut a valley 5 miles long. Clear Forest from EORs using These removes forest tile types from the end of runways and replaces them with the type in the dropdown menu. Toggle Button This flips or toggles the checkmarks. Modify Terrain Button Clicking this button will perform the operations selected and will modify both the terrain's *.elv and *.typ files. Make Map Type This section contains the various map type options. You will need some third party image program such as Photoshop to manipulate the maps into a form that will be useful in TE2. Color Map Option This option will use the terrain's *.elv file to make a color elevation map. Road Map This option uses the terrain's *.tra file to make a road map of the terrain's roads, tracks, and rivers. Object Dots This option uses the terrain's *.oba file to place a dot on the map for each object. Make Map Button Clicking this button will create the map selected in Make Map Type. Roads Section This sets the distance for the roads, tracks, and rivers. Make Tracks Clicking this button will make the various tracks for the terrain's objects contained in the *.oba file. The type of track depends on the type of object. Towns and fields without towns get roads (convoys). Factories and HQs get tracks (trains). Ports get rivers (barges). The tool will start at the object and work its way back to the start point. It will look for the most level route and has a bias to head towards the country's HQ. There are times when the road or track runs out of land before reaching the required distance. In those cases, an error message will display the track name. Make a note of the name and click OK. The tool will continue building the tracks. For any problem tracks, start TE2 and fix by hand. (v2.2: Cities no longer get any type of roads.) (v2.3: Towns need to be placed after the Fields - Field FxxGMS000, Town FxxGMS001.) Settings If you made any changes to the tool such as elevation intervals or tile types, click the Save button to save those changes. The information will be written to tileset.cfg file located in the same folder as the tool. The Re-Load button will set the tool's values to those of the configuration file. How I Use the Tool I first come up with an elevation map such as a Terragen file or greyscale bitmap. Set the terrains elevation using the tool or importing the bitmap into TE2. Use the tool to set the terrain types and make a color map. Place objects - HQs, factories, bases, towns, etc. - using TE2 From here it is an iterative process: Reset the terrains elevation. Level terrain under Objects and Modify Departure Paths for Bombers Set the tile types Set terrain Type Under Object and Clear Forest from EORs Build terrain and have a look in AH Make changes and start the process again. I save making roads and adding spawns points until the end. I also click the Randomize button on the Terrain tab in TE2.