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Check your map
- Back up the working world files.
- Check that the TRN's width/depth and the HG2's zone counts describe the same world. A 2 × 2 zone HG2 needs a 2560 × 2560 m TRN.
- If textures should follow the new slopes and heights, open World Builder → HG2 Management and load the final HG2. Then open Auto-Painter.
- Click Load TRN/Rules... and choose the world's TRN or your layer-rules file. Review the rules and click Validate.
- Click Generate .MAT... and save the result for that terrain. Read the result dialog for missing transition textures. The painter replaces texture placement; keep any hand-painted MAT you want to preserve.
- Open World & Terrain → Heightmap Convert. Under Rebake lighting from HG2, choose the HG2 with HG2 or folder.
- To force a rebake after an edit, clear Only light maps that are missing, flat or do not follow the terrain. Click Rebake lighting from HG2. Existing lightmaps are backed up by this tool.
If the TRN has no layer rules, Load TRN/Rules... reports that it kept the existing rules. It still loads the texture metadata. Review those rules before painting.
The rebake uses the Toolbox's stock-lighting approximation. Check the result in game, especially if your world uses custom lighting.
- Open World Builder → Mission Visualizer.
- Click Load Map Image/HG2 and choose the final HG2.
- Click Load .bzn Mission and choose an ASCII BZN for that terrain.
- Read the information panel. Check TerrainName, MinX / MinZ, world size and any mismatch warnings.
The visualizer is experimental and read-only. It does not move objects or prove that a map is balanced. Its BZN loader requires ASCII; a binary BZN needs an ASCII copy before it can be used here.
Open the mod folder with Open mod folder…, then go to Project → Validation and click Run validation. Review missing assets and malformed terrain/configuration findings.
Validation does not compare the two halves for symmetry or measure travel times.
Load the mission in the game. Drive both sides and check:
- Base pads, ramps, centre seams and narrow routes.
- Equal resource and spawn placement, including object heights and headings.
- Route lengths and access from both starting positions.
- Terrain textures, lighting and the satellite view.
A symmetric heightmap is a starting point for a balanced map. The mission objects and reachable routes still need checking.
Checked on 23 October 2026. Starter guides: v0.1.30, validation notes. Mapping guides: v0.1.29, validation notes.