How+To+Make+BP+terrain+Water+Land+tiles







I've found this method descibed in the pic tutorial the easiest method to do this.There are other transparent colors / indexes you can use, etc. but there is no reason to. The important thing to know is the index must remain the same 0 or 255 (the 256th), so that is why I load the palette last, otherwise I find the indexes get switched on the file annoyingly. (it is not enough to use the particular color, you need the same index in the palette also). Also be careful to name the file BP prefix and not BN or LR, you will need those obviously for the terrain to render, these BP tiles are merely hidden overlays the game uses to chart the water/land areas on a tile.

Also; Per the EAW code version @ 1.28b There are 32 tiles that can be water/land tiles and use BP tiles set, as follows excepted from the adjusted code;

"BPCoast1.ter" "BPCoast2.ter" "BPCoast3.ter" "BPCoast4.ter" "BPCoast5.ter" "BPCoast6.ter" "BPCoast7.ter" "BPCostBr.ter" "BPCostRv.ter" "BPCostU1.ter" "BPCostU2.ter" "BPRiver1.ter" "BPRiver2.ter" "BPRiver3.ter" "BPRiver4.ter" "BPRiver5.ter" "BPRiver6.ter" "BPRiver7.ter" "BPRiver8.ter" "BPRiver9.ter" "BPRivrBr.ter" "BPRivrnd.ter" "BPRivrfk.ter" "BPForst3.ter" //23 <<<< 23-31 additional new water property tiles. Provided with blank "BPForst5.ter" //24 BP tile overlays for modders use >>>> "BPForst7.ter" //25 //Moggy "BPAlcty5.ter" //26 "BPAlcty6.ter" //27 <<<< 27-31 These are the tiles brought back into the game see below >>>> "BPBase.ter" //28 "BPField3.ter" //29 "BPField9.ter" //30 "BPRiver3.ter" //31 -- These are hardcoded from the .exe, only these can be used, there is no use in trying to code a tile that is not listed, i.e Field1 or something will not render in the game as a water/land tile even if you rename a BP tile and BN or Lr it will not work. --- I have a .zip here with same tutorial, but it has included a Paint Shop Pro palette of the bpfield3.ter, and a text version of the file: []