20 texture definitions for X-Plane
Final set v1.1

The set tries to take into account the various type of terrain encountered world-wide. It also tries to concentrate on visual clues needed for VFR.

It assumes that grs.bmp and wat.bmp are the only X-Plane default textures.

The software controlled functions are meant to be done by Ground Clutter or any other dedicated software.

The graphics are not the textures themselves but an indication of the default pattern that can be rotated following the needs.

01
xp_top_plain.bmp
Applied to the highest elevations in the file. It could be snow caped mountain tops, or any texture that should be used above a certain elevation. It could even be sand dunes in low countries. The texture is rotated with the slope in order to support erosion pattern.

Software control
Automatically placed above a user-defined altitude
Automatically rotated along the slope.

02
xp_top_mid_c.bmp
Applied to the transition of "top" and "middle" textures. It should be the "top" texture in the upper half and the "middle" texture in the bottom half.

Software control
Automatically placed at the edge of the "top" texture, where there is no corner.
Automatically rotated toward the "top" texture.

03
xp_top_mid_d.bmp
Applied to the diagonal transition of "top" and "middle" textures. It should be the "top" texture in the upper left half and the "middle" texture in the bottom right half.

Software control
Automatically placed at the edge of the "top" texture, where there is a corner.
Automatically rotated toward the corner of the "top" texture.

04
xp_mid_plain.bmp
Applied above a certain elevation in the file. It could be anything that should be used above a certain elevation. In low countries, it could be forests or desert. If no "top" texture is applied it will cover everything above that altitude. The texture is rotated with the slope in order to support erosion pattern.

Software control
Automatically placed above a user-defined altitude
Automatically rotated along the slope.

05
xp_mid_low_c.bmp
Applied to the transition of "middle" and "low" textures. It should have the "middle" texture in the upper half and the "low" texture in the bottom half.

Software control
Automatically placed at the edge of the "middle" texture, where there is no corner.
Automatically rotated toward the "middle" texture.

06
xp_mid_low_d.bmp
Applied to the diagonal transition of "middle" and "low" textures. It should be the "middle" texture in the upper left half and the "low" texture in the bottom right half.

Software control
Automatically placed at the edge of the "middle" texture, where there is a corner.
Automatically rotated toward the corner of the "middle" texture.

07
xp_low_plain.bmp
Applied to the lowest part of the land i.e. any polygon under a user-defined elevation. It could be farmed land, forest, desert, etc. Most probably this area will be later altered manually with towns, roads, and other man-made patterns. If not used by software, there will be the default grs.bmp texture that can simulate forest or meadows. Then the texture can be used manually to show variation of the forest/grass default texture.

Software control
Automatically placed under a certain user-defined elevation.
Automatically rotated with the slope to show erosion in e.g. desert.

08
xp_coast_lnd.bmp
Applied to the land polygons bordering a water polygon. It will represent whatever this coast should look like: beach, rocks, cliffs, or a combination of these. The "low" texture is on the upper half and the water side on the lower half.

Software control
Automatically placed at the water edge under a certain user-defined altitude. This is to prevent "beaches" on mountain lakes.
Automatically rotated toward the water.

09
xp_coast_wat.bmp
Applied to the water polygons bordering a land polygon. It will represent whatever this coast should look like: shallow water, wave surf, coral reef, drift ice or a combination of these. The shallowest part is on the upper half and the deep water on the lower half. If placed manually face to face, it could also be used to simulate a sand bank or similar.
Note that this texture has to be made with part the default wat.bmp on the lowest half. Note also that the coastal transition textures 8 and 9 don't use diagonal transitions.

Software control
Automatically placed at the water edge and at 0 Ft elevation. This is to prevent "beaches" on mountain lakes.
Automatically rotated toward the land.

10
xp_urban_zon.bmp
Applied manually in places of villages and towns. The texture doesn't have a proper orientation nor transitions, but it is expected that it uses much "green spots" to represent parks and green areas found in most towns. If used cleverly on the edge of the texture, it will merge nicely in the default grs.bmp texture.

Software control
Most unlikely.

11
xp_mid_strth.bmp
Applied manually or automatically on marked polygons at the same elevation as the "middle" texture, and in a straight pattern. This texture is basically intended as an altitude country small road pattern but can also be used as a small river pattern. The condition is that the linking pattern is vertical and that the center of the "object" is at pixel 128 on the upper and lower edge.
This texture is used together with texture 12 "xp_mid_fork.bmp"

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

12
xp_mid_forkd.bmp
Applied manually or automatically on marked polygons at the same elevation as the "middle" texture, and in a fork pattern. This texture is basically intended as an altitude country small road pattern but can also be used as a small river pattern. The condition is that the linking pattern is as a fork and that the center of the "object" is at pixel 128 on the upper, lower and left edge.
This texture is used together with texture 11 "xp_mid_str.bmp"

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

13
xp_low_strth.bmp
Applied manually or automatically on marked polygons at the same elevation as the "low" texture, and in a straight pattern. This texture is basically intended as a farmed land small road pattern but can also be used as a small river pattern. The condition is that the linking pattern is vertical and that the center of the "object" is at pixel 128 on the upper and lower edge.
This texture is used together with texture 14 "xp_low_fork.bmp"

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

14
xp_low_forkd.bmp
Applied manually or automatically on marked polygons at the same elevation as the "low" texture, and in a fork pattern. This texture is basically intended as a farmed land small road pattern but can also be used as a small river pattern. The condition is that the linking pattern is as a fork and that the center of the "object" is at pixel 128 on the upper, lower and left edge.
This texture is used together with texture 13 "xp_low_str.bmp"

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

15
xp_line_strt.bmp
Applied manually or automatically on marked polygons. This texture is basically intended as a multi-lane straight highway pattern but can also be used as a canal or railway pattern. It should include some of the texture 7 "xp_low.bmp" on both sides. The condition is that the linking pattern is vertical and that the center of the "object" is at pixel 128 on the upper and lower edge.
This texture is used together with textures 16,17 and 18

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

16
xp_line_left.bmp
Applied manually or automatically on marked polygons. This texture is basically intended as a multi-lane highway bended pattern but can also be used as a canal or railway pattern. It should include some of the texture 7 "xp_low.bmp" on both sides. The condition is that the linking pattern is bended and that the center of the "object" is at pixel 128 on the lower edge and pixel 0,0 on the upper left edge.
This texture is used together with textures 15, 17 and 18

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

17
xp_line_righ.bmp
Applied manually or automatically on marked polygons. This texture is basically intended as a multi-lane highway bended pattern but can also be used as a canal or railway pattern. It should include some of the texture 7 "xp_low.bmp" on both sides. The condition is that the linking pattern is bended and that the center of the "object" is at pixel 128 on the lower edge and pixel 0,0 on the upper right edge.
This texture is used together with textures 15, 17 and 18

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

18
xp_line_diag.bmp
Applied manually or automatically on marked polygons. This texture is basically intended as a multi-lane highway diagonal pattern but can also be used as a canal or railway pattern. It should include some of the texture 7 "xp_low.bmp" on both sides. The condition is that the linking pattern is diagonal and that the center of the "object" is at pixel 0,0 on the upper left and pixel 256, 256 on the lower right edge.
This texture is used together with textures 15,16 and 17.

Software control
Can be placed automatically on pre-marked polygons if we find a good algorithm for it.
If so, automatically rotated to joint the patterns.

19
xp_industril.bmp
Applied manually, this texture represents any man-made area such as industrial or portuary zones that expect to have a road/highway connection at pixel 128 of the upper edge. It could also be used as an alternative urban area, or the terminal ground of airports.

Software control
Most unlikely.

20
xp_water_alt.bmp
Applied manually or automatically on marked polygons. This texture is an alternative water texture to be used on river polygons, mountain lakes, coral reef, or wherever an alternative water texture is requested.

Software control
Can be placed automatically on pre-marked polygons.
No rotation required.