Finally figured out an equation that set the X and Z values in the filename to match how the AssetTileLoader was loading the files. The examples I saw were using Math.round(…) which did not work. The following has worked with patch size 129 and maxVisibleSize 513.
[java]
double adjustX = quad.getWorldTranslation().getX() + (patchSize - 1);
double tileX = Math.round(adjustX / ((patchSize - 1) * 2));
double adjustZ = quad.getWorldTranslation().getZ() + (patchSize - 1);
double tileZ = Math.round(adjustZ / ((patchSize - 1) * 2));
// int tileX = Math.round(cell.x * 100) / 100;
// int tileY = Math.round(cell.y * 100) / 100;
// int tileZ = Math.round(cell.z * 100) / 100;
try {
BinaryExporter.getInstance().save(quad, new File("/home/worleyc/projects/game/awakening/AwakeningEditor/assets/Scenes/Terrain/"
- "TerrainGrid_"
- Math.round(tileX)
- "_"
- 0
- "_"
- Math.round(tileZ)
- ".j3o"));
[/java]