CUSTOM PLANET TEXTURES
Put image files in these folders, they show up in the planet editor's texture pickers as [Custom].
Files you add or change while the planet editor is open get loaded when you switch back to the game, or with the refresh button next to undo. Problems are listed at the end of the texture pickers.

FILES
- Png (1 to 16 bit, not interlaced), jpg, tga or dds. Name them <Name>_<Suffix>.png (Rock_Normal.png). Files with the same <Name> make one texture.
- Dds: BC1 to BC5 (DXT1, DXT3, DXT5, ATI1, ATI2) or uncompressed, only the largest mip is read. Read upside down like Unity does, files made for Unity games need no flip.
- Any size, only what the device can not show gets shrunk. Sizes that are a multiple of 16 use less memory.
- Tiling textures and landmarks are shown square, other shapes get stretched.
- Grayscale textures read the red channel, _Diffuse and _AO files their brightness. Normal maps are OpenGL style (green = up), DXT5nm ones (x in alpha) work too.
- Tiling textures repeat, their edges have to match. Use 16 bit png or dds for heights and masks, 8 bit, jpg and tga give visible steps.
- Missing a required file skips the texture.
- Example_<Suffix>.png files are not loaded, copy one under another name to try it.

Ground/              Tiling, resized to 1024 x 1024
    _Normal          required
    _Diffuse         optional. Brightness only, the color comes from the ground layer tint
    _AO              optional. Grayscale, white = open
    Each gives <Name> and <Name> (Far), which hides the repetition from far away.

Heightmap Layers/    Tiling
    _Height          required
    _Diffuse         optional. Brightness only

Landmarks/           Not tiling. All files the same size
    _Height          required
    _Mask            required. Grayscale, white = replaces the terrain. Fade it out to the edges
    _Diffuse, _AO    optional. Brightness only

Whole planet maps, see MAP LAYOUTS:
Planet Color/        _Color        required. Surface color seen from far away
Planet Height/       _Height       required
Biome Masks/         _Biome        required. The 4 biomes of the terrain:
                         black = biome 1, red = 2, green = 3, yellow (red + green) = 4. Colors in between blend.
                         Red and green must not touch, put black or yellow between them.
Cloud Maps/          _CloudMap     required. Alpha = cloud cover, without alpha the image itself is the cover

Clouds/              Tiling
    _Cover           required. Grayscale, white = cloud
    _Normal          optional. Made from the cover without one

MAP LAYOUTS
One image, told apart by its shape:
    2 x 1 equirectangular: longitude -180 to 180 left to right (as in the teleport menu), north pole at the top.
    Cubemap, square faces:
        4 x 3 cross             3 x 4 cross         6 x 1 strip
             [+Y]                   [+Y]            [+X][-X][+Y][-Y][+Z][-Z]
        [-X] [+Z] [+X] [-Z]    [-X] [+Z] [+X]
             [-Y]                   [-Y]
                                    [-Z] (upside down)
Height and biome mask faces get resampled to a power of two, 128 or more.

THE CACHE
The ".cache" folder is made by the game and can be deleted any time. Leave it out when sharing, it gets made again.
