InputPath = path where the heighmap is located

DeltaX	= distance between two pixels of the heightmap in x in meters
DeltaY	= height difference between two shades of grey in meters
DeltaZ	= distance between two pixels of the heightmap in z in meters

MapCenter = absolute location of the center of the map in meters (i.e. 1260.0 1260.0)

WaterLevel = height of the water surface in meters
	(only if this values is set all further paramenters beginning with "Water..." will be processed.

CulturalFadeValues = distance in meter in which the naturals begin and stop to fade out (i.e. 280.0 330.0)

CulturalALocations =  location of a bitmap marking the appearance of naturals on the map with dots
CulturalBLocations =  location of a bitmap marking the appearance of naturals on the map with dots
CulturalCLocations =  location of a bitmap marking the appearance of naturals on the map with dots

CulturalAObject = erf file of a natural which will be places according to CulturalALocations, 3 object possible
CulturalBObject = erf file of a natural which will be places according to CulturalBLocations, 3 object possible
CulturalCObject = erf file of a natural which will be places according to CulturalCLocations, 3 object possible

HeightField = name of the height field

PolyCount = amount of triangles requested per zone 
BucketSize = max number of trianlges in one mesh
SmoothingPasses = number of passes with a gaussian blur filter over the heightmap

BorderPixels = obsolete (leave at 0)
NumberOfLevels = numbers of levels of detail (leave at 3 which means 4 level of detail in programer gaga)

DetailTexture = name of the detail texture now with absolute path underneath Content\Textures\
UnderwaterdetailTexture = name of the detail texture now with absolute path underneath Content\Textures\

WaterTexture = name of the detail texture now with absolute path underneath "Content\Textures\"
WaterTextureMovieFrames = if a movie texture for the water surface is desired specify here the number of frames (i.e frames > 1 needed)

WaterDetailTexture = name of the detail texture now with absolute path underneath Content\Textures\
WaterDetailTextureMovieFrames = if a movie texture for the detail texture on the water surface is desired specify here the number of frames (i.e frames > 1 needed)

WaterTextureRatio = how often the water texture repeats itself over the distance of 160.0 m
WaterDetailRatio = how often the water detail texture repeats itself over the distance of on water texture

DetailRatio = how often the detail texture repeats itself over the distance of 160.0 m
DetailFadeBegin = distance in meter in which the detail texture begin to fade out
DetailFadeEnd = distance in meter in which the is faded out

DetailAlphaMode = alpha mode used to blend the detail texture "OneOne" or "AlphaInvAlpha"