Texture naming scheme:
[worldspace editorID].HeightMap.[West cell].[South cell].[East cell].[North cell].[z black].[z white].[z min].[z max].dds

- The min/max cell coordinates are the actual cells that contain terrain height data.
- All z values are actual z values divided by 8.
- z black/white are the lowest and highest possible z value your texture might represent, i.e. the z values of pure black and pure white pixels.
    - Use -32768 and 32768 if your heightmap is generated by xLodGen.
- z min/max corresponds to the actual lowest/highest point of the terrain. They are for optimization, but just use z black/white if you are not sure.

Example:

- Tamriel.HeightMap.-57.-43.61.50.-32768.32768.-4629.4924.dds
    - native Skyrim.esm data, terrain heightmap for Tamriel
    - Each cell has 32x32 heightmap data points, so max resolution is 32x32 pixels per cell.

- DLC01FalmerValley.HeightMap.-16.-13.10.13.-32768.32768.-530.2212.dds
- DLC2SolstheimWorld.HeightMap.-64.-64.127.127.-32768.32768.-1024.6342.dds
    - These are all heightmaps generated by xLodGen, and therefore has the same [z black] and [z white]