/// <summary>
        /// Convert API nature set to DaggerfallUnity equivalent.
        /// </summary>
        /// <param name="set"></param>
        /// <returns>ClimateNatureSets.</returns>
        public static ClimateNatureSets FromAPITextureSet(DFLocation.ClimateTextureSet set)
        {
            switch (set)
            {
            case DFLocation.ClimateTextureSet.Nature_RainForest:
                return(ClimateNatureSets.RainForest);

            case DFLocation.ClimateTextureSet.Nature_SubTropical:
                return(ClimateNatureSets.SubTropical);

            case DFLocation.ClimateTextureSet.Nature_Swamp:
                return(ClimateNatureSets.Swamp);

            case DFLocation.ClimateTextureSet.Nature_Desert:
                return(ClimateNatureSets.Desert);

            case DFLocation.ClimateTextureSet.Nature_TemperateWoodland:
                return(ClimateNatureSets.TemperateWoodland);

            case DFLocation.ClimateTextureSet.Nature_WoodlandHills:
                return(ClimateNatureSets.WoodlandHills);

            case DFLocation.ClimateTextureSet.Nature_HauntedWoodlands:
                return(ClimateNatureSets.HauntedWoodlands);

            case DFLocation.ClimateTextureSet.Nature_Mountains:
                return(ClimateNatureSets.Mountains);

            default:
                return(ClimateNatureSets.TemperateWoodland);
            }
        }
        public static int GetNatureArchive(DFLocation.ClimateTextureSet climateTextureSet, DaggerfallDateTime.Seasons worldSeason)
        {
            ClimateNatureSets natureSet     = FromAPITextureSet(climateTextureSet);
            ClimateSeason     climateSeason = ClimateSeason.Summer;

            if (worldSeason == DaggerfallDateTime.Seasons.Winter)
            {
                climateSeason = ClimateSeason.Winter;
            }

            return(GetNatureArchive(natureSet, climateSeason));
        }
        /// <summary>
        /// Gets filename of texture archive for climate texture set.
        /// </summary>
        /// <param name="Climate">Climate type.</param>
        /// <param name="Set">Texture set type.</param>
        /// <param name="Weather">Weather type.</param>
        /// <returns>Filename of texture archive.</returns>
        static public string GetClimateTextureFileName(DFLocation.ClimateBaseType Climate, DFLocation.ClimateTextureSet Set, DFLocation.ClimateWeather Weather)
        {
            // Get base
            int index = (int)Climate;

            // Adjust for set
            index += (int)Set;

            // TODO: Enforce weather constraints against ClimateSet

            // Adjust for weather
            index += (int)Weather;

            // Return filename
            return(string.Format("TEXTURE.{0:000}", index));
        }