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The textured terrain in the world and property 3D views now takes the lighting the scenery uses (the scene's sun and ambient light, blending as the focus moves between scenes), as TiledDetailDiffuse_4_PS does: the blended textures times the diffuse map times two times the clamped vertex light, times the blend alpha. Until a manifest brings the lighting, the terrain keeps its own light. Checked against the client (RAWReadColorandLightMaps 0x0102e3e0 and the texture map reader at 0x0103aaf0): the game's diffuse map and blend map are DDS copies of the color and texture maps the views use (same pixels on the Avant Gardens chunks compared), so the dark patches and the steep drops at the plateau's edges are in the terrain file itself. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>