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"