I mean what your import dialog has labled as Layer1.
in my case the specific name is AutoMaterial, but the poithis the same and would apply to any layer in any sequence.
all the importer does is apply a mask to the specific tile in order for the colors to be visible/visualized correctly.
you can always open the individual tile - not the world comp level, turn from lit to base color so you can see, and attempt to import a new “splat map” (I suppose thats what people call them?) Or paint layer like you would for individual levels.
Thats actually a great way for you to test what your file does.
Another thing to keep in mind.
ONE of the layers should always be full white imo, at first. Because no paint layer to use means no color.
so in my setup I have a layer for the auto material that is always filled. And then you have several layers for the other stuff; marshland, rocks, pebbles, sand, etc. (Limited to 4 layers per tile).
When you paint over the first layer in engine, the engine does the blending of the files for you, so that you have valid information on all layers.
When you import images, you could potentially end up with bad information in the layers.
If you were to place/compose layer1 over layer2 in a graphic program you should end up with a completely white image - in theory.
I’ll try and review your files, but I doubt that they are “wrong” if they just came out from world machine. I think the error is perceived usage more so than bad files…