Up to now you've all seen just how easy it is to generate a height map and a terrain map. While that's GREAT it's what comes next that separates Stridor's work from the rest of the world's editors.
There is no other map editor that even comes close to the texturing that MM can do. Not that I'm aware of.
There are 11 selections in the Textures features of MM.
Name - you name what the terrain feature is and then give it a texture. You can name it anything you like. From something as mundane as Main Road to Brandenburger Strasse. It's your terrain feature you name it.
To the right of the name box is the file folder that holds the basic textures. You click on the folder to get a texture. Any texture can be assigned to any color you choose.
Just to the right of the texture folder is a check mark that activates the texture and adds it to the map. You would click the check mark anytime you make a change to your named texture.
The last button on that row is an X. This is to delete this texture.
Under the name box are two selection boxes the left one is marked as X while the right one is marked as Y. These boxes are the number of times that the texture is recreated in each the X and Y textures. I normally make these numbers the same so that my textures are uniform but they don't have to be and you could create some very interesting effects by making these numbers different from each other.
This two numbers are size relative to the texturing you are going to do to your map. Consider that you can get a texture in 1 huge piece or as many as 999 pieces. That's that you can do with the X and Y texturing numbers. The 1 is a huge rough texture with 999 being a texture so smooth as to be a single solid color with no texturing at all.
The R number allows you to rotate the texture grid to be aligned in any direction you want or to give your moving water a direction.
To the right of the R box is the blur factor box. This gives an individual texture a blur factor that you determine.
The last entry box on the right is the opacity box. This allows you to set how solid the object on the map appears. For water and any other texture as well.
The C box is for setting the color on the map that will be affected by the texture and parameters that you are assigning to it. The box to the right of the C shows the color affected.
The display window shows the names of the textures. There are position arrows that allow you move a particular texture up and down the list if you want to group them.
The box to the right of the texture list box is the graphic display for the texture you have selected for this color of the map.
Put this altogether and it allows you to:
* Name your textures with any name you like.
* Use any texture you want with any color.
* Make changes to the texture after you have assigned it and save those. changes.
* To delete any textures you don't want.
* To set the texture granularity to either extremely fine or extremely course and everything in between.
* Rotate your textures in any direction you want. Control all aspects of water, whether it's still or moving.
* Set the amount of blur to the edge of a texture for each individual texture on the map. Where some edges are soft and blend in others can be hard and sharply defined.
* You set the opacity of all objects on the map. From completely invisible to completely solid and any setting in between.
* You set the color each texture is assigned.
* You can group your textures together for ease of recognition and checking settings.
* Lastly you can see what the texture looks like in the graphics display.
What does all that actually mean to you?
It means that the combination of settings in the Textures features can create an almost limitless array of display textures for your maps. There are no single tiles to deal with that always look the same. In fact, unless you were to use the default settings or you copied the exact settings, no two maps will ever be textured the same.
In the coming screen shots I'll give examples of just how differently the same textures can be displayed.
Good Hunting.
MR

The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.