If you get any further on the terrain stuff let me know...I have been working on and off figuring out the terrain for a while now and can't get very far.
My knowledge of this so far is this:
Tribes either using QuadTrees or Octrees (I think they actually used octrees in this case)
In editor mode there are a few little tricks that can give you a bit more stuff. exec(editor) - press f4, type in ted::window(mainwindow), you can get extra information about terrain...1.40 is more stable for terrain editing but doesn't contain all the ted stuff...btw ted stands for terrain editor.
For the dtf file...this is where I don't have enough patients but I will tell you what I know
dtf data structure at a glance reminds me a bit of a vol file (the old 1.11 types), but different.
Initially it starts with char[4]=GBLK, then what I assume uint file size, uint unsure, char[7]=block-0...from there I have no clue
dtf files seem to be compressed, as flat map (not completely flat, ranging 0-8 in height) produce a file size of 182kb and from what I see no real pattern, while a truly flat map (all value 0) produces a file size of 60kb and a slight patter emerges...still working out what each block is though. If I had to guess the portion is pin/flag info, next is the height maps, material information, then after that there is no pattern so I can't even guess what is being stored in their...maybe terrain rotation data or something.
From what I know about tribes the compression is either lzh or rle...haven't bothered figuring out which yet or even if they use something else
If you want the files that I used to test this stuff let me know