That is all the textures for this map. Now we'll move down to adding the structures.
The Structures are a different action altogether. There are two kinds of structures; specific and auto-genned.
A specific structure is just what it says it is. A specific tree, bush, building, tractor, etc. This type of structure is not color dependent.
An auto-genned structure is a structure that you want to clone. The auto-gen box will accept 999999 as the maximum number of cloned structures for a single color on the map. I don't know if MM will actually take that number or not. I would think not. The auto-gen number is the number of cloned items in a 1km square area. I would think MM would crash if I put 999,999 on the map for any large size area. The largest number of clones that I can remember using is about 20,000 and that's a lot.
The Structures work area has a place for you to name your structure. You can either use the name of the structure as given in the structures lists or you can name it whatever you like. If you want to make this map a random available map it helps to give some specific names to certain structures that will help the TacAI assign victory locations.
To the right of the name box is the folder for selecting whatever structure you would want to add to the map.
To the right of the structure selection folder tab is the check mark that allows you to save the structure to the map or save any changes you've made.
Next to the save check is the delete tab.
Under the name box is the structure type drop down box. This allows you to select what type of structure you're adding and have it's characteristics applied to the structure you've chosen.
The X to the right of that is whether the structure is a terrain "cut out" or not. You would check this box if your structure cuts into the terrain. This is for structures like foxholes and trenches.
The Alpha value is for vegetation structures and determines how full or thin the image is. This value can be set between 1 and 255. 1 being full vegetation and 255 being extremely sparse vegetation.
The H check box is to allow you to tell the map that the structure "Has Height". For instance a bridge over a river.
The N check box is for normalizing structures to the slope of the terrain the structure is sitting on. If you want a cow to stand naturally on a hill slope for instance you would select the N box when putting a cow on your map.
The B check box is for billboard graphics. Checking this box has the billboard structures always facing the camera.
Below the Alpha box is the Min box. This section of the structures work area is for auto-genning. To clone the structure you are getting ready to create. In the Alpha box you put the minimum distance between objects you are wanting to add to the map.
The C selection box means that the auto-genned structures will conform to the color you select for it and only generate structures in that specific color.
The sink box is for sinking a structure into the surround terrain. This is useful if you have more than one water structure on the the map at different terrain heights.
The density value box is directly below the minimum distance box. This is the number of structures MM will put in a 1km square area on the map.
To the right of the density box is the random orientation box. This allows you to set the orientation to the map of the structures you are adding.
The C selection button is where you can clear the color you have selected for the auto-genn.
The color box is where you set the map color to place your auto-genned clone structures. This color can be reset by clicking on the color in the box and then clicking on the new destination color.
Good Hunting.
MR
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.