As a base developer, I'm waiting for 2016 before I start a new one. I don't understand the new texture/tile? structure at all, so I can't be much help there unfortunately.
While working on Corn Ranch using RC4, I can see a problem on the road between the assembly area, and the pads. That would need flattening, but I've no idea how to do it.
N.
I don't understand Notebook. You made it so often.
The structure of the texture/tile have not changed in it's principle. Levels, subdivisions and names to give tiles a place, horizontally and "vertically" ( levels ) in the map.
The names have changed but it's for the rest as it was, at least for the surftiles.
Tiles have an identification N/S, E/W.
For example, in the defunt ( and next coming ) mappicker a Hires as the EarthHi_12_07 ( 12 from South and 7 from West ), at level 13 for the surftiles, have 32 subfolders ( N/S ) and 32 tiles in each ( E/W ); 512 px for each tile.
The first (upper) subfolder is named 000096 ( the maximum in the N/S direction in the mappicker for EarthHi is 15 so; at level 13, 15/32 ( starting from 0 ! ) + 14/32 + 13/32 = 95 ) so the first subfolder in EarthHi_12_07 start at 96; it's the same principle on the E/W direction.
Quadtree.
And here post #39
http://www.orbiter-forum.com/showthread.php?t=37289&page=3
A question is in the correspondance between elev and surf. Dr Schweiger gives an explanation in the forum that i've not completely read ( and that i will certainly have to reread, and reread and reread again). For example in the low ? high ? res zip, one can see that one an have 13 level for example, as Elev, and only 12 level for Surf. :hmm:
Post #49
http://www.orbiter-forum.com/showthread.php?t=33798&page=4
Overall, one can do all this in the rustic way: Xnview, a splitter as TileMage Image Splitter and one or two other tools. It takes time. In french: ça use !
Good day.
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If you fail to success to the long jump, try the width jump