The texture files are used to describe landscape texture sets, and can also be used to reference placements, ships, ambient sounds, etc..
you could conceivably use only one texture.xml file for all of the maps, but generally it's desireable to have different ones for different texture sets and/or maps. These files are located in your data/landscapes directory, and are generally named texmapname.xml or similar.
Note that all textures must be square, and be n^16 pixels wide (64x64, 128x128, and 256x256 are common sizes)
<detail>data/textures/landscape/default/detail.bmp</detail>
* This is the texture that is overlayed on all of the others to provide a finer detailed look to the land.
<magmasmall>data/textures/landscape/default/magma-small.bmp</magmasmall>
* This is the texture that is used to appear like lava on some maps. See the Hell map for an example (only used on the cutaway part of the wind display now)
<scorch>data/textures/landscape/default/scorch.bmp</scorch>
* This is the texture that is used when the ground is deformed by an explosion (this can be changed on a per accessory basis too)
<lowestlandheight>0.0</lowestlandheight>
* The miniumum height that a texture will be applied to
<skytexture>data/textures/landscape/default/cloud1.bmp</skytexture>
<skytexturemask>data/textures/landscape/default/cloud1m.bmp</skytexturemask>
<skycolormap>data/textures/clearsky.bmp</skycolormap>
* A bitmap representing the color of the horizon and sky. x = the time of day, y = the height on the horizon. e.g. the color of the sky at time 3 and height 4 is position 3,4 in the bitmap
<skytimeofday>3</skytimeofday>
* The x position to use in this bitmap (default bitmap is from 0 to 15)
<skysunxy>45</skysunxy>
* Horizontal angle, 0=north, 90=east
<skysunyz>15</skysunyz>
* Vertical angle, 0=level, 90=straight up
<skyambience><A>0.5</A><B>0.5</B><C>0.5</C></skyambience>
* RGB values for the amount of ambient light in the scene
<skydiffuse><A>0.9</A><B>0.9</B><C>0.9</C></skydiffuse>
* RGB values for the amount of diffuse light from the sun
<fog><A>0.8</A><B>0.8</B><C>0.9</C></fog>
* RGB values for the color of fog
<fogdensity>0.001</fogdensity>
* Density of the fog, affects view distance
<suncolor><A>1.0</A><B>1.0</B><C>1.0</C></suncolor>
* The color blended with the texture below
<suntexture>data/textures/glow1.bmp</suntexture>
* Image of the sun to display in the sky
<border type="water">
<reflection>data/textures/landscape/default/cubemap.bmp</reflection>
<texture>data/textures/landscape/default/water.bmp</texture>
<wavecolor><A>1.0</A><B>1.0</B><C>1.0</C></wavecolor>
<wavetexture1>data/textures/waves.bmp</wavetexture1>
<wavetexture2>data/textures/waves.bmp</wavetexture2>
<height>5.0</height>
</border>
<texture type="generate">
<rockside>data/textures/landscape/default/rockside.bmp</rockside>
<shore>data/textures/landscape/default/shore.bmp</shore>
<roof>data/textures/landscape/default/texture0.bmp</roof>
<surround>data/textures/landscape/default/texture2.bmp</surround>
<texture0>data/textures/landscape/default/texture0.bmp</texture0>
<texture1>data/textures/landscape/default/texture1.bmp</texture1>
<texture2>data/textures/landscape/default/texture2.bmp</texture2>
<texture3>data/textures/landscape/default/texture3.bmp</texture3>
<texture4>data/textures/landscape/default/texture4.bmp</texture4>
</texture>
* The main texture files. texture0 is the one used at the lowest areas of the map, texture1 above that, etc.
<placements><placement>data/landscapes/placepine2.xml</placement></placements>
<ambientsounds>
<ambientsound>data/landscapes/ambientsoundwaves.xml</ambientsound>
<ambientsound>data/landscapes/ambientsoundjet.xml</ambientsound>
<ambientsound>data/landscapes/ambientsoundtrees.xml</ambientsound>
</ambientsounds>
<boids>
<boid>data/landscapes/boidsgulls.xml</boid>
<boid>data/landscapes/boidsf16.xml</boid>
</boids>
<shipgroups>
<shipgroup>data/landscapes/shipsdestroyer1.xml</shipgroup>
</shipgroups>
<precipitation type="snow"> * snow or rain
<particles>60</particles>* amount of precipitation
</precipitation>