Texture proposal

Textures 01 and 02 are intended as X-Plane's default.

01
deep_sea.bmp
The mother of all life. The vast entity that washes the feet of world largest cities. My mistress.
02
vegetatn.bmp
The equivalent of today's grs.bmp. It can represent forests, meadows and bushes.
03
sea_tran.bmp
A deep sea to shallow water transition. It can be used for beach/coastline or coral reef transition.
04
shlw-wtr.bmp
Shallow (Caribbean) water. Can be used for shallow coral reefs, sand banks and shallow lakes.
05
coastlin.bmp
Coastline transition, from rock/beach to vegetation. Could be used on all coasts.
06
rock_des.bmp
A desert of rocks and sand in ochre colours.
07
rock_trn.bmp
A transition from the vegetation area to a rocky surface. To be used in rocky mountains.
08
dest_trn.bmp
A transition between desert area and rocky area. Together with the rock_trn.bmp, it will make the transition between vegetation and desert.
09
snow_trn.bmp
A transition from rocky mountains to patchy snow.
10
ice_snow.bmp
As today's snow.
11
villages.bmp
A pattern of streets and roads, cut by green parks.
12
farm_str.bmp
A farmed land area, crossed by a road on the centreline. Fields are always served with roads. The main one crosses the field and serves as the main texture to trace country roads.
13
farm_frk.bmp
Almost as the above, but with a "forked" main road, i.e. a "Y" junction going to one side. This is used for turns in the "main" road, and for diagonal roads.
14
hiwy_str.bmp
A farmed land with a straight 2-lanes highway.
15
hiwy_trn.bmp
Same as above but as a 90 degrees turn in the road. Note that highways won't have diagonals. To go in diagonal, you will have to go straight, then turn, then straight again. A bit of node moving will help. In real life, highways are seldom sinuous but more a succession of straight lines.
16
hiwy_crs.bmp
Same as the straight highway but with a turnpike/junction to a "country road."