@ latch
Great minds think alike man!

what you just said, is exactly what i am trying to accomplish.
about the renaming the terrain coordinates
because my terrain editor exports a terrain in pieces (divides it into 16x16 squares) by default it labels the exported .x files (on which the pieces of the terrain are stored). The names for each file are given according to the coordinates of the 16x16 grid on which the terrain was made, so eg: "area(3,5).x, area(2,1).x" The 256 files will e names from (1,1) to (16,16). This is very convenient at first since the filenames go together with where i am going to position the terrain grid in the game. But in case i decide to expand my world I will have to make another terrain 16x16 squares big, and they will have the same filenames as the first terrain i created. To keep better track if my terrain It would be better to rename the .x files according to where i will place them in the game. So if i already have a 16x16 terrain and want to add another one to the right of it, i will have to rename the file labeled (1,1) to (17,1) because in the game the area labeled (1,1) is actually placed in the area 17,1 of the games coordinate plane.
Don't get me started on the problems i will run into if i try to place terrain into negative spaces.
Quote: "object numbers cannot be negative, they range from 1 to 65535"
about the range of objects from 1 to 65535, thats not right. I just tested this theory by making an object number 9999999
any object under 7 digits is possible.
dont hate people who rip you off,cheat and get away with it, learn from them