// *** OVERLAY TILES ***

// Global :
// STYLE <style_name> - The style of the tileset.  Overlay sets and layer 0 sets must have the same style for edging to work.  Style names are not predefined, style names appear in the editor, define IDS_TERRAIN_STYLE_<style_name> to define the display string.

// [Tile1]      Tile ID. 
// TERRAIN_0_0 OpenGround Used for multi tile objects tile position x_y within a meta tile, terrain type in terrain.txt.
// TEXX_0_0 0     Which tile in the texture to use x and the texture file to use.
// TEXY_0_0 0     Which tile in the texture to use y and the texture file to use.
// TEXTURE_0_0 0    Filename.

// GROUP <group_name> - The group the tile belongs to.  Tiles with the same group do not require edges between them.  When converting between styles, the group also indicates which tiles are equivalent.  Group names are not predefined and do not appear in the editor.
// EDGE <edge_type> - One of a number of predefined types used by the auto-edging system, in most cases a specific orientation of the tile is assumed (but not specified)
// INDENTED_EDGE - a blended edge overlay for narrowing from a wide region to a narrow region (see INDENTED_EDGE_TIP)
// INDENTED_EDGE_TIP - a blended edge overlay attached to the narrow end of an INDENTED_EDGE
// STREAM - an overlay for a straight region of water 1 tile wide
// STREAM_BEND - an overlay for a curved region of water 1 tile wide
// STREAM_END - an overlay for a stream end/beginning
// 
// STREET, STREET_CORNER, STREET_CROSSROAD, STREET_END, STREET_T - a street with the obvious meaning
// ROAD_STREET, ROAD_STREET_T - a tile connecting a street and a road, the autoedging system will not automatically join a road to a track, but if one of these overlays is manually placed, it will attempt to join to it
// AUTOROTATE <YES, NO, 180> - indicates that when automatically placing this tile, it can be freely autorotated (0, 90, 180, or 270 degrees), not autorotated, or only rotated by 0 or 180 degrees.  If not specified, layer 0 tiles default to YES, overlay tiles default to NO.
// DEFAULT - in addition to its previous meaning, this now indicates that the GROUP defined on this tile is the default group where needed (hill edging will only replace a default group tile with a hill edge and will revert a hill edge to a default group tile when a hill is flattened).
// STYLE - overrides the style setting from the global chunk

// *** EDGING TILES *** NOT USED!!!
// EDGE : Edge
// EDGE_CORNER_1 : Outside corner
// EDGE_CORNER_2 : Inside corner
// EDGING : Island


STYLE SouthernEurope

// *** ROADS ***
// ROAD <road_type> : ROAD, ROAD_CORNER, ROAD_CROSSROAD, ROAD_END, ROAD_T, TRACK_ROAD, TRACK_ROAD_T
[Tile1]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 0
TEXY_0_0 0
TEXTURE_0_0 1
ROAD ROAD

[Tile2]
TERRAIN_0_0 Roads
LAYER 2
TEXX_0_0 0 //1
TEXY_0_0 0
TEXTURE_0_0 1 
ROAD ROAD

[Tile3]
TERRAIN_0_0 Roads
LAYER 2
TEXX_0_0 2
TEXY_0_0 0
TEXTURE_0_0 1 
ROAD ROAD_CORNER

[Tile4]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 2 // 3
TEXY_0_0 0
TEXTURE_0_0 1 
ROAD ROAD_CORNER

[Tile5]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 4
TEXY_0_0 0
TEXTURE_0_0 1 
ROAD ROAD_END

[Tile6]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 5
TEXY_0_0 0
TEXTURE_0_0 1 
ROAD ROAD_CROSSROAD

[Tile7]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 6
TEXY_0_0 0
TEXTURE_0_0 1
ROAD ROAD_T 

[Tile8]
LAYER 2
TERRAIN_0_0 Roads
TEXX_0_0 7
TEXY_0_0 0
TEXTURE_0_0 1
ROAD TRACK_ROAD_T

// *** TRACKS ***
// ROAD <road_type> : TRACK, TRACK_CORNER, TRACK_CROSSROAD, TRACK_END, TRACK_T, TRACK_ROAD, TRACK_ROAD_T

[Tile9]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 0
TEXY_0_0 1
TEXTURE_0_0 1
ROAD TRACK

[Tile10]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 1
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK

[Tile11]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 2
TEXY_0_0 1
TEXTURE_0_0 1
ROAD TRACK_CORNER

[Tile12]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 3
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK_CORNER

[Tile13]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 4
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK_END

[Tile14]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 5
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK_CROSSROAD

[Tile15]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 6
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK_T

[Tile16]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 7
TEXY_0_0 1
TEXTURE_0_0 1 
ROAD TRACK_ROAD

// *** FORDS***

[Tile17]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 0
TEXY_0_0 2
TEXTURE_0_0 1
GROUP FordRoad 

[Tile18]
LAYER 2
TERRAIN_0_0 Tracks
TEXX_0_0 1
TEXY_0_0 2
TEXTURE_0_0 1
GROUP FordTrack

// *** BEACH *** (Tiles 19 and 20 moved lower down)

// *** DEEP WATER *** (Tile 21 moved lower down)

// *** POND ***

[Tile22]
LAYER 1
TEXX_0_0 5
TEXY_0_0 2
TEXTURE_0_0 1
GROUP Pond

// *** SPECIAL TILES ***

[Tile23]
LAYER 2
TERRAIN_0_0 Enclosed
TEXX_0_0 6
TEXY_0_0 2
TEXTURE_0_0 1 
Group Enclosure

// *** DIFFICULT SLOPE ***

[Tile24]
LAYER 1
TERRAIN_0_0 DifficultSlope
TEXX_0_0 7
TEXY_0_0 2
TEXTURE_0_0 1
Group DifficultSlopes

// *** DEEP WATER ***

// Main Deep water overlay tile
[Tile21]
LAYER 1
TERRAIN_0_0 DeepWater
TEXX_0_0 4
TEXY_0_0 2
TEXTURE_0_0 1
GROUP DeepWater

// Edge
[Tile25]
LAYER 1
TERRAIN_0_0 DeepWater
TEXX_0_0 0
TEXY_0_0 3
TEXTURE_0_0 1

// Inside Corner
[Tile26]
LAYER 1
TERRAIN_0_0 DeepWater
TEXX_0_0 1
TEXY_0_0 3
TEXTURE_0_0 1

// Outside Corner
[Tile27]
LAYER 1
TERRAIN_0_0 DeepWater
TEXX_0_0 2
TEXY_0_0 3
TEXTURE_0_0 1

// *** BEACH ***
// EDGE <EDGE_TYPE> : RIVER_EDGE, RIVER_BEND_1, RIVER_BEND_2, RIVER_T

[Tile20]
LAYER 1
TEXX_0_0 3
TEXY_0_0 2
TEXTURE_0_0 1
EDGE RIVER_EDGE

[Tile19]
LAYER 1
TEXX_0_0 2
TEXY_0_0 2
TEXTURE_0_0 1
EDGE RIVER_BEND_1

[Tile28] // BeachEdge
LAYER 1
TEXX_0_0 3
TEXY_0_0 3
TEXTURE_0_0 1 
EDGE RIVER_EDGE

[Tile29]// BeachOutsideCorner
LAYER 1
TEXX_0_0 4
TEXY_0_0 3
TEXTURE_0_0 1 
EDGE RIVER_BEND_2

[Tile30]  // BeachInsideCorner
LAYER 1
TEXX_0_0 5
TEXY_0_0 3
TEXTURE_0_0 1
EDGE RIVER_BEND_1

[Tile31] // RiverMouth
LAYER 1
TEXX_0_0 6
TEXY_0_0 3
TEXTURE_0_0 1
 
[Tile32] // StreamMouth
LAYER 1
TEXX_0_0 7
TEXY_0_0 3
TEXTURE_0_0 1
EDGE RIVER_T

// *** RIVERS ***
// ROAD <road_type> : STREET, STREET_CORNER, STREET_CROSSROAD, STREET_END, STREET_T

[Tile33]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 0
TEXY_0_0 4
TEXTURE_0_0 1
ROAD STREET

[Tile34]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 1
TEXY_0_0 4
TEXTURE_0_0 1
ROAD STREET

[Tile35]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 2
TEXY_0_0 4
TEXTURE_0_0 1
ROAD STREET_CORNER

[Tile36]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 3
TEXY_0_0 4
TEXTURE_0_0 1 
ROAD STREET_CORNER

[Tile37]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 4
TEXY_0_0 4
TEXTURE_0_0 1
ROAD STREET_T

[Tile38]
LAYER 1
TERRAIN_0_0 Water
TEXX_0_0 5
TEXY_0_0 4
TEXTURE_0_0 1
Group RiverStreamT

//  NOTE: Tile39 and Tile40 placed under Marshes

// *** STREAMS ***
// EDGE <EDGE_TYPE> : STREAM, STREAM_BEND, STREAM_END
[Tile41]
LAYER 1
TERRAIN_0_0 Stream
TEXX_0_0 0
TEXY_0_0 5
TEXTURE_0_0 1
EDGE STREAM

[Tile42]
LAYER 1
TERRAIN_0_0 Stream
TEXX_0_0 1
TEXY_0_0 5
TEXTURE_0_0 1
EDGE STREAM

[Tile43]
LAYER 1
TERRAIN_0_0 Stream
TEXX_0_0 2
TEXY_0_0 5
TEXTURE_0_0 1
EDGE STREAM_BEND

[Tile44]
LAYER 1
TERRAIN_0_0 Stream
TEXX_0_0 3
TEXY_0_0 5
TEXTURE_0_0 1
Group StreamStreamT 

[Tile45]
LAYER 1
TERRAIN_0_0 Stream
TEXX_0_0 4
TEXY_0_0 5
TEXTURE_0_0 1
EDGE STREAM_END

// MARSH, MARSH_EDGE, MARSH_CORNER_1, MARSH_CORNER_2, MARSH_HOLE

[Tile46]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 5
TEXY_0_0 5
TEXTURE_0_0 1
GROUP MARSH
AUTOROTATE YES

[Tile39]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 6
TEXY_0_0 4
TEXTURE_0_0 1
GROUP MARSH_EDGE

[Tile40]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 7
TEXY_0_0 4
TEXTURE_0_0 1
GROUP MARSH_CORNER_1

[Tile47]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 6
TEXY_0_0 5
TEXTURE_0_0 1
GROUP MARSH_EDGE

[Tile48]
LAYER 1
TERRAIN_0_0 Marsh
TEXX_0_0 7
TEXY_0_0 5
TEXTURE_0_0 1
GROUP MARSH_CORNER_1

[Tile49]
LAYER 1
TERRAIN_0_0 Marsh
// Proper texture coordinates temporatily commented out to avoid messing up map testing
//TEXX_0_0 0
//TEXY_0_0 6
TEXX_0_0 5
TEXY_0_0 5
TEXTURE_0_0 1
GROUP MARSH
AUTOROTATE YES

// *** PARTIAL TILES
// For getting fields up to the roads. 

[Tile50]
LAYER 1
TEXX_0_0 1
TEXY_0_0 6
TEXTURE_0_0 1
GROUP QuarterTileMeadow

[Tile51]
LAYER 1
TEXX_0_0 2
TEXY_0_0 6
TEXTURE_0_0 1
GROUP HalfTileMeadow

[Tile52]
LAYER 1
TEXX_0_0 3
TEXY_0_0 6
TEXTURE_0_0 1
GROUP HalfTilePasture

[Tile53]
LAYER 1
TEXX_0_0 4
TEXY_0_0 6
TEXTURE_0_0 1   
GROUP HalfTileSoilHorizontal

[Tile54]
LAYER 1
TEXX_0_0 5
TEXY_0_0 6
TEXTURE_0_0 1
GROUP HalfTileSoilVertical

[Tile55]
LAYER 1
TEXX_0_0 6
TEXY_0_0 6
TEXTURE_0_0 1
GROUP HalfTilePotatoHorizontal

[Tile56]
LAYER 1
TEXX_0_0 7
TEXY_0_0 6
TEXTURE_0_0 1
GROUP HalfTilePotatoVertical

// *** HALF FIELDS ***

[Tile62]
LAYER 1
TEXX_0_0 5
TEXY_0_0 7
TEXTURE_0_0 1
GROUP HalfTileHay

[Tile63]
LAYER 1
TEXX_0_0 6
TEXY_0_0 7
TEXTURE_0_0 1
GROUP HalfTileRye


[Tile64]
LAYER 1
TEXX_0_0 7
TEXY_0_0 7
TEXTURE_0_0 1
GROUP HalfTileWheat

// *** BLENDING TILES ***
// BLEND : Edge
// BLEND_CORNER_1 : Outside corner
// BLEND_CORNER_2 : Inside corner
// BLENDING : Island

[Tile57]
LAYER 1
TEXX_0_0 0
TEXY_0_0 7
TEXTURE_0_0 1
EDGE BLENDING
AUTOROTATE YES

[Tile58]
LAYER 1
TEXX_0_0 1
TEXY_0_0 7
TEXTURE_0_0 1
EDGE BLENDING
AUTOROTATE YES

[Tile59]
LAYER 1
TEXX_0_0 2
TEXY_0_0 7
TEXTURE_0_0 1
EDGE BLEND_CORNER_1

[Tile60]
LAYER 1
TEXX_0_0 3
TEXY_0_0 7
TEXTURE_0_0 1
EDGE BLEND_CORNER_2

[Tile61]
LAYER 1
TEXX_0_0 4
TEXY_0_0 7
TEXTURE_0_0 1
EDGE BLEND


// *** DEEP STREAM (Upgrade overlay) ***

[Tile65]
LAYER 2
TERRAIN_0_0 StreamDeep
TEXX_0_0 6
TEXY_0_0 2
TEXTURE_0_0 1
Group DeepStreams

// *** MEDIUM STREAM (Upgrade overlay) ***

[Tile66]
LAYER 2
TERRAIN_0_0 StreamMedium
TEXX_0_0 6
TEXY_0_0 2
TEXTURE_0_0 1
Group MediumStreams

// *** DEAD GROUND (Upgrade overlay) ***

[Tile67]
LAYER 2
TERRAIN_0_0 DeadGround
TEXX_0_0 6
TEXY_0_0 2
TEXTURE_0_0 1
Group DeadGround

// *** ROUGH GROUND OVERLAY ***

[Tile68]
LAYER 1
TERRAIN_0_0 RoughGround
TEXX_0_0 7
TEXY_0_0 2
TEXTURE_0_0 1

// *** MOUNTAIN OVERLAY ***

[Tile69]
LAYER 1
TERRAIN_0_0 Mountain
TEXX_0_0 7
TEXY_0_0 2
TEXTURE_0_0 1
Group Mountain

// *** CLIFF OVERLAY ***

[Tile70]
LAYER 1
TERRAIN_0_0 Cliff
TEXX_0_0 7
TEXY_0_0 2
TEXTURE_0_0 1
Group Cliff