Hi merlin2.
First, I'm surprised no one else ( myself included ) has seen this. I was right that the default LandWaterMask is showing. But, it should not. Your replacement masks are activated. It works the same on my system. The new mask for CST4l00d_m.bgl should overwrite the original, but it doesn't.
CST4l00b_m.bgl is also not showing.
The problem is not the mesh.
But here's the odd part... the BGLs are written correctly. You have found a CFS2 terrain bug we've never seen before.
I suspect the bug is in the reading of the header of the file. The header tells the sim quickly where it is located, so the sim loads it on demand. It doesn't affect the display... a wrong header location doesn't prevent the sim from displaying it correctly.
We are supposed to make the file header a bit larger than the area it covers N,S,E,W, and the masks I made do this, just as the originals do this. The masks I made are quarters of the original LOD3 areas. The NW and SW quarters prevent the display of the NE and SE quarters when they are all lumped together in a single scenery folder. As a result, some of the new masks show, and some don't.
It doesn't do any good the deactivate the original masks... the new masks will still not all show.
And this might take a while to find a reliable work-around.
If CST4l00a_m.bgl and CST4l00b_m.bgl are in their own scenery folder, with no other masks, they work just fine. So I can put the masks in separate folders and they should all work ( haven't tried it yet ). But that's a lot of folders. What's happening is the sim isn't loading those masks if the others in the set are present. Very odd.
I have tried a small test, made the headers all for 0.0*... N,S,E,W And then the masks seem to show correctly... But why? They shouldn't even load if the headers are used at all, because we are nowhere near N0.0,E0.0
And the defaults do use headers.
I'l try a test with really mixed up headers, and see what happens.
Dick