How are the ground textures computed in Simutrans? I'm looking at the pak128 source images and trying to figure it out... does it take the texture-climate images and apply them using the lightmaps?
I was thinking about whether it was possible to do grass instead of a speckled green texture, but if the game is applying a generic texture to all of the different slopes, that idea doesn't really work.
The texture-climate images are mapped to the target tile and each value scaled according to the lightmap. Hence it should be possible to create a texture with blades of grass visible in the resulting tiles - however to be able to see them they would be huge in scale terms...
Thanks kieron, I'll play with it and see what I can accomplish.