Making a custom graphic. There has been some confusion about how to create customized graphics. This is a detailed example of how to give a terrain type a customized tile. Suppose your scenario is called bloody.exs and that you want terrain type 247 to look like, say, a broken pillar on grass. First, you need to make the graphic. If you're using a Macintosh, run a painting program and create a 256 color graphic (using the default palette) 280 pixels wide and 36 high. Draw your new terrain graphic. Make it 28 pixels wide and 36 high, and place it to the far left (so only the left 28 pixels of your graphic will be used). Get a copy of ResEdit (do a web search for ResEdit or go to www.apple.com). Run ResEdit, create a new resource file called bloody.meg, and copy-paste your graphic into your resource file. Change the number of the PICT resource to 1 (select the PICT resource and hit command-I to set the number). If you're using PC-Windows, make a copy of the graphics file MONST1.BMP (or any other Blades graphic besides START.BMP). Call the copy BLOODY.BMP ,and open it with a graphics program. Resize it to be 280 pixels wide and 36 high. Draw your terrain tile (28 pixels wide and 36 high) and place it as far left in your graphic as possible (so only the left 28 pixels will be used). Save the graphic. Finally, load BLOODY.EXS into the scenario editor and edit terrain type 247. Name the terrain type "Broken Pillar" (or whatever) and give it picture number 1000. Copy both BLOODY.EXS and your graphic file into the scenarios folder. You're done! Suppose you make another terrain tile (again, 28x36) and place it in your graphics file just to the right of the first graphic (28 pixels from the left edge). To use this graphic for a terrain type, give the terrain type Picture Number 1001. Once you get this working, you're close to being able to do anything with custom graphics. Be sure to look at the three example scenarios in the registered version. They use all different types of customized graphics. -Jeff Vogel