Details on
Where Heightmap Pixels and Landscape Squares
are actually located on the Landscape

For some details about the effects that Scenario Roads have on Heightmap pixels, click here.

If you are being very careful about just where things are on your map, you will notice an annoying feature. Each square on the Scenario-Editor map represents a 10-meter square on the landscape. Therefore an object, road, or what not will be placed within a 10-m x 10-m square. All is well for objects. They appear in the game landscape where you place them on the map.
However all is not well for Textures. When you place a texture, it will not be where you expect it. If it is under an object on the map, it will not be under the object when you see the terrain. The Texture square will be about 5m to the North and about 5m to the West of where you expect it.

The easiest way to see this is to open a Scenario that has various ground textures. Turn on the Grid. You will notice that the texture squares are centered about the line-crossings. Open the SelectTexture window. Select the Textures tab to display the textures. As soon as you click on anything in the top row, you will see all the textures jump down and right so they are in the grid square and no longer at the line crossings.

Each pixel on the heightmap represents a 10-meter square on the landscape. Therefore a bump, hill, ditch, or cliff that is to be on the scenario map at, say, x = 1000 and y = 1200, will have to have its height-controlling pixels on the heightmap, but not at pixel 100, 120.

In the following example, the grid crossing that lies between the two dark blue squares in the lower right corner of the left-hand figure is at x=1000 and y=1200. A single 4-meter-high pixel was placed in the Heightmap at what we thought was the 'corresponding' pixel, namely x=100 and y=120.
Then two dark blue texture squares were applied so that the corner where they touch marks the location of the 1000, 1200 grid crossing.
Then four trees were placed in the four surrounding squares to help us find the point when we drive around our scenario during testing.
The right-hand figure shows the north-west shift of the two dark blue squares after saving the scenario and then reopening it. This shift is shown in the next two pictures.
This is what the landscape looked like when the scenario was run.
The two dark blue squares have moved 5 meters north and west, while the four trees have not moved.
The 4-meter-high pixel shows up 50 meters to the north and 50 meters to the west of where we expected it.
This shows the locations of the dark-blue squares and the trees in more detail.
Once the 4-meter-high pixel was in place, we found the square in which the Scenario Editor showed it to be 45 meters north and west of where we expected it (according to the Height indicator box). We put in a tree (of the two trees in the upper left, it is the tree which is nearest to the dark-blue squares).
As can be seen, the peak created by the pixel is 5 meters even further north and west.
So a second tree was put in one square north and west of the previous one. It is, of course, 10 meters north and west of the previous tree and 5 meters north and west of the peak created by the 4-meter Heightmap pixel.

Updated 1/10/02