I used Closters way fot L2 Korea file reading
(for understanding how it works)
Closter wrote:
1.-Run Pathmaker (Not Run Terrainview), and load theater.l2 file. Select correct (same size as your theater) theater name.
2.-File-Save L2Matrix -->Export theater.l2m, is big - like 9 MB for a 64 theater.
Size will be: byte number = {n * X * Y + n} with n = 7 (2 bytes ) or n = 9 (4 bytes); X = width (1024, 2048, 4096); Y = height (1024, 2048, 4096);
3.-Run a graphic program like photoshop, able to read raw images.
4.-Load the .l2m file as a raw image, you must specify size 1024 x 1024 and 7 or 9 channels, perhaps a 7 or 9 byte header (something like that), and interleave. Always for a 64 seg. theater
5.- There are 7 or 9 channels loaded, example red 1 byte, green 1 byte, blue 1 byte, alpha1 1 byte, alpha2 1 byte etc. The relevant one is alpha2 or alpha4, the fifth or seventh value. You could see a X1 greyscale image enabling that channel and disabling the others.
6.-Image is flipped, but clear.
I did it 9 chanels, 8bit, 9 header
This is what I got:
1) 2) 3) chanells
RGB - this is red only(245palette), but green is very weak(allmost black) and blue pure black- so I did not posted them.
It looks as tilin data I think..?

4)
Alpha1 is pure black
5)
Alpha2 (210palette) - it looks like grayscaled elevation gradient until some hight (about 3000ft??) and then noise:

6)
Alpha3 (28palette)- for me very interesting channel it looks like
elevation DEM grayscale, but it has only 28 palette dept.
Is there some way, how to extract it at least 16bit from L2?

Because it is very dark, I have added it again as whole Korea (but edited range, for better appearance):

7)
Alpha4 (158palette)
It looks like some tilling info again ...?

8)Alpha5 (256palette)
Very interesting and strange - it looks like shaded ("boosted") relief..?

9)Alpha6 (150palette)
This one handles haze values in my opinion (intuition only)
It looks like some normal map - only one picture with some relation to haze for me (perhaps 5) Alpa 2 too?)...

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It will be great, if we will be able to extract at least 16bit grayscale for edit from L2 file. But it is not so necessary for me now, because I have found some other way in past few days. I am working on some hi-res grayscale bitmap for Eu theater now and I am able to put it inside Lx - thanks to BaldEagles LxNormalfix. It will be SRTM ( degraded 90m - 250m) resolution map up to the about 60 Lat, then 1km GTOPO interpolated (no SRTM data there).
I was able to stitch those data sources and they match theater perfectly!
Now I am making detailed BMP with land cover for CATE, and still thinking about some new tile-sets.
I want to make other bmp for "iridiscence" and I hope I will be able to
put it inside L2 by CATE. The purpose of it is to make Mediterian fields more dry- to yelow/brown, some more green -Swiss and so on. Then colour Alpian rocks somewhere to grey, somewhere orange -Dolomites...
Next step is to understand haze handling clearly. Now I think haze is influenced only by monochrome palette, so I will be not able to simulate colored smog areas as I wanted. But It would be possible to set haze as in profi theaters ...
It is not problem for me to make some normal map as in last picture (9),
but is it really haze?
Luk