OK Harlan here is my second trial to explain how I added purple hills: I will start with the exporting of tile graphics: At first we go to all hill graphics. The first one of green hill has the Tile Number 8, Tile Index 9, TilesetIndex 9 and four cut out borders you see the 15 in the Show Tiles box. Now we want to save this graphic to an image that can be modified in an external paint program. Therefore we go on File -> Save... -> Tile... and save the image. We repeat the same thing with the other images of green hills. Here is the list of Tile Number, Index, TilesetIndex and Border numbers: Number-----Index-------TilesetIndex------Borders 8-------------9-------------9-------------------15 83-----------901----------9-------------------15 84-----------902----------9-------------------15 85-----------903----------9-------------------11 86-----------904----------9-------------------12 87-----------905----------9-------------------3 88-----------906----------9-------------------14 89-----------951----------9-------------------14 90-----------952----------9-------------------6 91-----------953----------9-------------------7 92-----------999----------9-------------------0 In Paint Shop Pro I collorized them. And then I imported them into my gtset565.til file. At first I went to the position where I want to add the Tile graphics. As I wanted to add a new terrain type and I wanted to add it according to the allready existing onces that can be found in the CTP2 *.til files therefore I went to the position (TileNumber) 26. That's the position after the first special2 terrain tile the dessert pics and the position, before the rest of all plains tiles. Now if your at these position go on Edit -> Add -> Tile... And now your are in the add a tile box. In the upper left corner you see the Position box. It shows the current tile position. Of course you can change this position it should be now position 26 if your modifying the original version of the gtset565.til file. If you are modifying my gtset565.til file than it is position 27. In the upper right corner you see a cross of red, green, blue, pink and black sqaures. To load a graphic into Tile Edit go on load. Now search for your modified tile images and load the first one. If you didn't changed the name for the image than it's called Tile0900.tga. Select this graphic if you didn't modified the brackgound color than it is silver select silver for transparent color or click on the background with a left click and CTRL. Now press OK and if you selected the tranparenty color correctly you see instead of the black square your modified graphics. You can see that it has four cutout borders. Therefore the red, green, blue and pink squares contains checkboxes. Click on that checkbox and it gets a X. That must be done for every cut out border. Now on the left side in this box there are two other little boxes one for Tile ID and one for Tile Index. For Purple Hills I selected 27 for Tile ID and for Tile Index also 27. Tile Index is the TilesetIndex used inthe CTP2 terrain.txt. And Tile Index is the internal number for that graphics. Afterwards I added the rest of my new graphics at the end of the tiles. Here is the list for my modified Tile images I didn't changed the names. Number-----Index-------TilesetIndex------Borders 26-------------27-------------27-------------------15 311-----------2701----------27-------------------15 312-----------2702----------27-------------------15 313-----------2703----------27-------------------11 314-----------2704----------27-------------------12 315-----------2705----------27-------------------3 316-----------2706----------27-------------------14 317-----------2751----------27-------------------14 318-----------2752----------27-------------------6 319-----------2753----------27-------------------7 320-----------2799----------27-------------------0 You noticed that the last Indices in both lists ends on **99. In CTP2 that is the image that covers the cutout borders if there are no according cutout borders. Now you have the tiles and now you need border tiles to make a the transition between different terrain types smooth. Therefore activate Show Tile Borders. The Border ID shows you two numbers. The first number is the number for the TilesetIndex of the tile inside and the second number is for the tile outside. For Purple Hills I had to make new border graphics but maybe it is not neccessary for your purpurse to draw new border tiles but you need some therefore you should save these border. Now all Borders conected to the Hill terrain are interesting. Therefore we save every border tile that has in its border ID the TilesetIndex for Hills that is 9. We save both kinds of borders for hills, inside and outside as well. To do that go on File -> Save... -> Borders... and save the borders. Now the border tiles can be modified in a paint program. For now I hope you don't need to modify them for your purpose. If you need to modify the borders now you only modify one site and can them mirror the missing ones. To load borders go on Edit -> Add... -> Borders... For the position I added my Borders inside Purple Hills after the last border in the *.til file. I added the outside borders to the according borders group. Now you have to load in a border tile of coarse you have to know which terrain is inside and which is outside in TilesetIndices. Afterwards you described the inner and outer TilesetIndices you can load the border in. After the borders are done you have to add new Tile Rhules. Otherwise you will see only two tile graphics for your new terrain. Here is the pattern of such a 3x3 matrix: NW N NE W C E SW S SE Here are the tile rhules that I found for Green Hills: Position: 32 -1 -1 -1 -1 9 -1 13 -1 13 Graph: 952 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Now in this example the graphic 951 is used if we have in the center a Green Hill tile and in the SouthWest and SouthEast a Beach Tile. The Beach terrain has in CTP1 the TilesetIndex 13. And the first list contains a graphic called 951 at position 89. Now the other rhules: Position: 33 -1 -1 -1 -1 9 -1 13 -1 -1 Graph: 951 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Position: 34 -1 -1 -1 -1 9 -1 -1 -1 13 Graph: 953 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Position: 35 -1 -1 -1 -1 9 -1 19 -1 19 Graph: 952 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Position: 36 -1 -1 -1 -1 9 -1 19 -1 -1 Graph: 951 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Position: 37 -1 -1 -1 -1 9 -1 -1 -1 19 Graph: 953 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Position: 38 9 -1 9 -1 9 -1 9 -1 9 Graph: -1 Alt1: 9 Alt2: 901 Alt3: 9 Alt4: 902 Alt5: 9 That is the last tile rhule for Green Hills. It is different to the first ones. Now it uses alternative graphics that means different graphics can be used for the center location if the rhule fits. If you put a valid graphics to the Graph position (a valid number from the internal Tile Indices) Than the Alt graphics are ignored, therefore a -1. For my Purple Hill terrain I coppied these rhules and replaced the nines in them by 27. I added my new rhules after the last rhule in the *.til file, of course it is possible to add the rhules somewhere in the rhules block. But for me the file should look as Activision made it. To add tile rhules go on Edit -> Add... -> Tile Rhule. Now you are in the add a border box on left side you can make the tile rhules and on the right side you can select the center graphic for your tile. The rhombus of boxes discribes the 3x3 matrix above: N NW NE W C E SW SE S There you can put the neighbour TilesetIndices in. Here is the first new rhule for my Purple Hill terrain: Position: 32 -1 -1 -1 -1 27 -1 13 -1 13 Graph: 952 Alt1: -1 Alt2: -1 Alt3: -1 Alt4: -1 Alt5: -1 Now the are some images that are not covered by the Tile Rhules so far as I now they are connected with the internal terrain type found in the terrain.txt and the last block. -Martin