text/microsoft-resx 2.0 System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 To use the calibrator, first position the locator marker where the exact world center should be, and click Set origin. Then choose a known coordinate and move the locator marker there. Enter the known coordinate's world x, y position into the World coord text box and press the Set coord button to calculate the Units per texel X and Y. Alternatively, enter calibration points below (format: xw, yw, xt, yt): The aim of the map calibration is to find the most accurate texture origin and units per texel. The texture origin is the coordinates (in pixels) of where the world's origin (0,0,0) is in the texture. Units per texel is how big each pixel in the texture is, when measured in world units.