anchor.diff:  
   ----
   
  -The individual texture scales (e.g. `mat_terrain.setFloat(“Tex3Scale, 128f);`) depend on the size of the textures you use.
  +The individual texture scales (e.g. `mat_terrain.setFloat("Tex3Scale", 128f);`) depend on the size of the textures you use.
   
   *  You can tell you picked too small a scale if, for example, your road tiles appear like tiny grains of sand. 
   *  You can tell you picked too big a scale if, for example, the blades of grass look like twigs.
  
positive.code: 
  You have learned how to create terrains that are more efficient than loading one giant model. You know how to generate random or create handmade heightmaps. You can add a LOD control to render large terrains faster. You are aware that you can combine what you learned about collision detection to make the terrain solid to a physical player. You are also able to texture a terrain “like a boss using layered Materials and texture splatting. You are aware that the jMonkeyEngine SDK provides a TerrainEditor that helps with most of these manual tasks.
  
  Do you want to hear your players say “ouch! when they bump into a wall or fall off a hill? Continue with learning <<jme3/beginner/hello_audio#,how to add sound>> to your game.
  
  '''
  
  
negative.code: .  Change one parameter at a time, and the run the sample again. Note the differences. Can you find out which of the values has which effect on the generated terrain (look at the javadoc also)?
  **  Which value controls the size?
  ***  What happens if the size is not a square number +1 ?
  **  Which value controls the number of hills generated?
  **  Which values control the size and steepness of the hills?
  ***  What happens if the min is bigger than or equal to max? 
  