anchor.diff:  ..  Paint the black valleys red – this will be the grass.
   ..  Paint the white hills green – this will be the dirt of the mountains.
   ..  Paint blue lines where you want roads to criss-cross the landscape.
  -
  -.  The end result should look similar to this:
  -+
  -image:jme3/beginner/mountains512.png[mountains512.png,64,64] ⇒ image:jme3/beginner/alphamap.png[alphamap.png,64,64]
  +.  The end result should look similar to this: +
  +image:jme3/beginner/mountains512.png[mountains512.png,64,64] &#8658;
  + image:jme3/beginner/alphamap.png[alphamap.png,64,64]
   
   
   === Looking at the Texturing Code
  
positive.code: 
  Before you can start painting, you have to make a few decisions:
  
  .  Choose three textures. For example grass.jpg, dirt.jpg, and road.jpg.
  +
  image:jme3/beginner/grass.jpg[grass.jpg,64,64] image:jme3/beginner/dirt.jpg[dirt.jpg,64,64] image:jme3/beginner/road.jpg[road.jpg,64,64]
  
  .  You “paint three texture layers by using three colors: Red, blue and, green. You arbitrarily decide that…
  ..  Red   is grass – red   is layer `Tex1`, so put the grass texture into Tex1.
  ..  Green is dirt  – green is layer `Tex2`, so put the dirt  texture into Tex2.
  ..  Blue  is roads – blue  is layer `Tex3`, so put the roads texture into Tex3.
  
  
  Now you start painting the texture:
  
  
negative.code: .  Specify a name: E.g. `my terrain`.
  .  Specify tile size: You want to terrain tiles of size 64x64, so you supply 64+1 = 65.
  **  In general, 64 is a good starting value for terrain tiles.
  .  Specify block size: Since you prepared a heightmap of size 512x512, you supply 512+1 = 513.
  **  If you supply a block size of 2x the heightmap size (1024+1=1025), you get a stretched out, wider, flatter terrain.
  **  If you supply a block size 1/2 the heightmap size (256+1=257), you get a smaller, more detailed terrain.
  .  Supply the 512x512 heightmap object that you created.
  
  
  