Originally posted by NUTTZ
good idea Pokie, and 0,0,0 would tile against 1,1,1?
NUTTZ
I wasn't really coming up with any plan Nuttz

I was just making a note on what the Bmp2map program is doing.
The only plan ( thought ) was that if you used a copy of your BMP map of your terrain and eliminated the 256 colors ( 0,0,0 to 255,255,255 ) and only use 6 numbers ( 0 / 50 / 150 / 220 / 240 and 255 ), then you could help control the placement of some of the textures and then just make some minor changes while in the TE.
0, 0, 0 = Water Textures
1, 1, 1 to 76, 76, 76 = mixture of Grass, Farm and Forest Textures
77, 77, 77 to 204, 204, 204 = mixture of Grass, Farm, Forest and
Grassy Rock Textures
205, 205, 205 to 228, 228, 228 = mixture of Grassy Rock and
Rock Textures
229, 229, 229 to 254, 254, 254 = Grassy Rock Textures
255, 255, 255 = Rock Textures
If you have an area that is painted with a colour that is 200,200,200 (
77, 77, 77 to 204, 204, 204 = mixture of Grass, Farm, Forest and Grassy Rock Textures ) you will get randon placements of Grass, Farm, Forest and Grassy Rock Textures.
If you use 240,240,240 (
229, 229, 229 to 254, 254, 254 = Grassy Rock Textures ) you will only get Grassy Rock textures.
As for BenDovers Idea with using Colours I think it should be able to be done now, except you can't have any color that with give you just Grass, just Farm, just Forest or just Snow.
All you need is to figure out is what kind of colours will convert to grayscale colours ( numbers ).
I know what you use mean Nuttz about being able to control the placement of texture using the number code. It certainly would help on the coastline.
P.S Nuttz what is NDA?
Bendover, the colour coding to tile is already done and working this way in another terrain editor, but i am still under NDA.
Pokie