Proposed image format:

Header of indeterminite length
	4B unsigned long HeaderLen
	4B unsigned long Width ( in texture blocks )
	4B unsigned long Height ( in texture blocks )
	4B unsigned long Flags
		1 = Is there a sun?
	2B unsigned short TesselationLevel
		1 = 1 quad per texture
		2 = 4 quads per texture
		3 = 16 quads per texture, etc etc
	2B unsigned short NumTextures
	2B unsigned short TileWidth
	2B unsigned short TileHeight ( in 1000th's of units )
	2B unsigned short sun r value
	2B unsigned short sun g value
	2B unsigned short sun b value
	2B unsigned short sun x vector
	2B unsigned short sun y vector
	2B unsigned short sun z vector
	------------------------------------
	36B total so far
	2B unsigned short linking texture number, NumTextures count
Data chunk of Width*Height*Bytes
	1B*(Width*Height) referencing each texture referenced in the header
Data chunk of Width*Height*Bytes
	1B*(Width*Height) Each unsigned byte describes elevation of each tile of the map from 0-255