Let me just recap how the terrain system works, as far as tiles go.
6 levels of terrain, but we'll ignore the last 3 here.
Level 0 is the highest resolution terrain, and is the closest to your viewpoint. It is tiled with the tiles starting with H in the texture.zip file. These are all 128x128 bitmaps.
Level 1 is the next closest, and uses the M tiles. These are all 64x64 bitmaps.
Level 2, further away uses the L tiles, and these are 32x32.
However, for the L2 level, one terrain tile has one L tile stretched over it. So at L2 level, you see for each terrain tile it has 32x32 pixels.
On L1, one terrain tile has 1/4 of the M bitmap stretched over it, so each terrain tile has 32x32 pixels on it.
On L0, one terrain tile has 1/16 of the H bitmap stretched over it, so again 32x32 pixels per terrain square.
Now the good bit, we found you can use higher resolution bitmaps, and becuase of the way the textures are stretched nothing needs to change.
[image missing]
Here we have one 512x512 tile in the middle of the regular 128x128 L0 tiles. Basically means we have 4 times the resolution available.
Also - we can mix and match, if required only using 512x512 for the most detailed terrain (cities maybe).
We can also use 32x32 for L2, 128x128 for L1, and 256x256 for L0 meaning a doubling of resolution for each terrain scheme!
I think this opens up a whole new set of options for the tile and terrain makers.
My thanks to snakeman for doing the grunt work on this

Julian.