Terrain File

This file includes the 16 sets of Terrain properties for each terriain type. The sets are used as follows:

* 0-7 are used randomly where the selected terrain type is assigned.
* 8-11 are outside the random sets, unued at this time. may some day appear where set manually in the map editor (unimplemented)
* 12 is a special mesh for coastal hexes that has a center and 6 edges. Edges adjacent to water are hidden. Implemented Version 12.1078.
* set 13 is for use when units are in the hex
	+ For example, cause mountains to be 'flattened' when units are in hex
* set 14 is used when a road is built in the hex.
	+ if ever a road is removed the tile will return to Frame 0 for the type of terrain in the hex even if it previously had a set frame (1-12 range)
* set 15 is used when a facility is built in the hex.
* Terrain Frame selection priority: Facility (15) if present, then Road (14) if present, then Unit (13) if present.
* If a Road is present but there is no Frame (14) defined, then Frame (0) will always be shown.
* The Map Editor or Procedurale Generation will assign a random frame from sets 0-7 to every hex based on terrain type.

The terrain properties are defined in the DEFAULT.TERX file found in the /Maps/DATA folder. The file can be opened in notepad or renamed as a .csv to be opened in a spreadsheet program. For GR, the Asset Manager tool will be updated to edit this file. The file contains headers but no details about the data:

* TSetx and RaXxx columns unused
* Mx columns are movement penalties for moving through the terrain based on the movement types. These are the same movement types that can be assigned to a unit in the DEFAULT.UNIT file.
* Dx columns are Defense values based on the attack type as per units (Ground, Air, Indirect, Close)
* Sup - undefined
* Wear - undefined
* Entrch - Entrenchement bonus
* Nav? - True = naval
* Trp? - True = Tropical
* Des? - True = Desert
* Alp? - True = Alpine
* Frz? - True = Freezable
* Vis? - True = Low Visibility

All columns after this point define what mesh/textures to use for a given terrain type.

* TxB1.1 - Texture #1
	+ specified by the terrain ID#
* TtB1.1 - Transparency of texture #1
	+ Value from 0.00 to 1.00. Blank means default from the engine (currently 0.75)
* NoRot - Disable rotation of mesh with texture #1?
	+ 1/Y = Do not rotate Texture
* NoHM - Disable HexMask for texture #1?
	+ 1/Y = Do not use hex mask on texture
* TxB1.2 - Texture #2
* TtB1.2 - Transparency of texture #2
* NoRot - Disable rotation of mesh with texture #2?
* NoHM - SRU: Disable HexMask for texture #2 GR/SRNG: Not used for Base Textures at present
* NoPitch - SR2030: show associated texture only if the map is top down, not when pitched. Use for treetop textures.

* Fx1.1 - Mesh #1 (feature) to be shown in the hex
	+ specified by the terrain ID#
	+ Maximum Texture / Mesh # is 256.

* FTx1.1 - Texture to be used on Mesh #1
	+ specified by the terrain ID#
* FTt1.1 - Transparency of texture to be used on Mesh #1
	+ Value from 0.00 to 1.00. Blank means default from the engine (currently 1.00)
* FxSc1.1 - Scale of Mesh#1
	+ Any float value
* NoRot1.1 - Disable rotation of mesh#1?
	+ 1/Y = Do not rotate the mesh
* NoHM1.1 - 1/Y = SRU: Do not use hex mask on the texture of mesh #1 GR/SRNG: Don't draw depth on Mesh Draw
	+ Used for trees
* Fx1.2 - Mesh (feature) to be shown in the hex
* FTx1.2 - Texture to be used on Mesh #2
* FTt1.2 - Transparency of texture to be used on the Mesh
* FxSc1.2 - Scale of Mesh#2
* NoRot1.2 - Disable rotation of mesh#2?
* NoHM1.2 - 1/Y = Do not use hex mask (SRU) or Depth Draw (GR/SRNG) on the texture of the mesh #2
* NoPitch - SR2030: show associated texture only if the map is top down, not when pitched. Unused with features.

# SR2020 Terrain Tiles

Submitted by Balthagor on Tue, 01/15/2013 - 17:38
In Supreme Ruler 2020 there are 16 terrain types.

All land types except 'Mountain' may be flat-ground or high-ground; Mountain terrain is always high ground.