Well, then you do the same with the new size... extend the canvas to 2048*2048, for example, and when importing, tell TresEd that the area dimensions are now 4096m*4096m (assuming the 1024*1024 bitmap was the result of exporting a level that was 2048m*2048m and now you want to double the dimensions of the square), and that the corner is now at a different position...

Going back to the TestScene/Minilev example, when you exported the terrain as a bitmpa, it also produces a companion .txt file which contains the following information:

**Code:**

-64 -64 128 0.0804595

The first two values are the coordinates of the "lowest" corner of the level (since TestScene and Minilev are centered around 0,0,0), the third one is the size of the square (128m, which in this case matches the width and height of the .bmp file), and the third one is the height factor (which multiplied by the greyscale pixel value between 0-255 will give the "real" height of the map). So, if you had enlarged this to a 1024*1024 bitmap, with the original square at the center, when importing the new terrain heightmap with TresEd you would need to indicate the corner coordinates as -512 and -512 (still centered at 0,0,0), the size as 1024 and the height factor as 0.0804595, the same as before.

Remember, all terrains in Trespasser MUST be squares with the size of their sides being a power of 2 (1*1, 2*2, 4*4, 8*8, 16*16, 32*32, 64*64, 128*128, 256*256, 512*512, 1024*1024, 2048*2048, 4096*4096, 8192*8192...). I think the limit is 8192*8192, can't remember if anyone tried a larger level. If the size of the square .BMP heightmap is different from the size of the terrain, it means the terrain resolution is not 1m, but the result of dividing the terrain size by the bitmap width or height. In the example of retail Trespasser levels (which are 2048m*2048m) exported with TresEd as 1024*1024-pixel heightmaps, the resolution is 2048/1024=2m, which means they will have less detail than the TestScene/Minilev heightmap (terrain size=128m*128m, 128*128-pixel heightmap gives a resolution of 128/128=1m).

So, in the case of for example the Town level, the heightmap is a 1024*1024-pixel greyscale .BMP the accompanying text file looks like this:

**Code:**

-1024 -1280 2048 1.03359

This means the level is centered around (0, -256, 0), and the resoluton is 2m.

x center coordinate = -1024 + (2048/2) = 0

y center coordinate = -1280 + (2048/2) = -256

terrain resolution = 2048/1024 = 2m

If you now enlarge your canvas to 2048*2048, keeping the original heightmap at the center, your new terrain size will be (2048*2m) = 4096m and the new corner coordinates will be:

x corner coordinate = 0 -4096/2 = -2048

y corner coordinate = -256 -4096/2 = -2344