Tileimprove Add Example Mod v0.3 by Martin Ghmann

This is a little mod that should modmaker show how to add a tile improvemet graphic to CTP2.
I think it is only possible to add tileimprovement graphics, because of a bug. I played a little bit with the tile improvements tilesetindices. I saw some stuff at the end of the indices that seemed to be part of the *.til file but as I saw the same stuff in the *.zfs file as I got the zfs reader from Martin the Dane. I got the idea that these pictures could be replaced by something else. So I tried and here is the outcome. Note pure black is used for full transparency and pink for shadows and certain kind of bright blue will cause some wired effects. You can use TilesetIndex 876 - 927 for the replacement, but note it looks that some of the pictures are used that are over the tilesetindices available. You have 51 pictures that could use. The is the pattern of the names:

upc0XY.tga

upc001.tga - upc051.tga

Now here is the problem some of them are used. I gues that upc020.tga - upc038.tga and upc041.tga can be used, but I am not shure at 100%.

The example here adds to the game something that looks like a undersea fortress that I screencaptured from the CTP1 *.til files. There are also working pictures of a seamine and something unknown maybe an advanced fortress in this example, but not implemented as tileimprovements. 

To install this example mod unzip this *.zip file into your default CTP2 directory and run ModSwapper and chose Tileimprove Add Example Mod.

The legal stuff:

The author is in no way associated with Activision or any other company
that is involved with Civilization: Call to Power.

The files are provided as is, with no guarantee that they will not have 
any undesired side effects.

Any mod maker is welcome to use these files in their mod as long as they
include this file in the mod or puts the information in their own readme
file.

Martin Ghmann
guemann@t-online.de
http://www.guehmann.bei.t-online.de