TerrainTexture
This file contains several sections. All but two of them are irrelevant. TropicalMiscTextures, and TropicalTextureMapTable
TerrainMiscTextures contains some cliff textures but these are not used due to the Tropical ones accouting for everything in the game. The Terrain Simulation and Water Simulation sections are just mock up data that was never completely used
[TropicalMiscTextures] Contains the data that relates to the various nonstandard elevation textures. Format is three lines only
Highcliff=(Texture instanceid) LowCliff=(Texture instanceid) Beach=(texture instanceid)
I have never seen highcliff used, however lowcliff is all cliffs ingame and beach is of course our beaches. These can be changed as needed to create new effects
[TropicalTextureMapTable] contains the texture instanceids that are automatically placed into the game via a matrix of hydrology data (IE by moisture)
00=0x32,0x32,0x32,0x32,0x32,0x33,0x32,0x33,0x33,0x36,0x33,0x36,0x36,0x37,0x36,0x37, 01=0x32,0x32,0x32,0x32,0x32,0x33,0x32,0x33,0x33,0x36,0x33,0x36,0x36,0x37,0x36,0x37,
These two lines represent two different textures with the top one being colder than the bottom. Each increating value in the first variable (IE 00,01) represents a higher temperature based on real world uses. IE higher is colder
The increating numbers seperated to the right by commas are all the last two characters in the instance id of the texture to be used. , ie 0x00000032 etc. These are based once again on real world characteristics, this time based on dryest to wettest. This means that areas in the rainshadow of a mountain will be dryer and as such have a different texture like in a real rainforest.
These values combine to let you produce pretty much any terrain you want, such as Teirusu's arctic modd. The other lines are all commented out by the way because other texture sets do not exist or exist in full. It is possible to create the textures, however no code in the game can currently make any use of them. sorry
good luck texture making everyone.