Here is another tool from myself that may be usefull for you (or anybody) :
You've probably noticed the map_T is very difficult to work on because it's a picture in level of gray.
The difference between greys colors is only one level : RGB 0, RGB 1, RGB 2 ... and so on.
1 for each slot that appears in the load ini. RGB 0 for Lowland 0, RGB 1 for Lowland 1 and so on.
The problem is that the difference is hardly perceptible to the eye.
So, in order to make the map_T easier to work on, I made a color chart in RGB.
Each color is different enough to be perciptible to the eye.
But the level of blue of each color respects the following rule : 1 level of blue for each colour.
The way to use it :
- At the begining, you have a basic map_T with only 2 levels of grey : RGB 0 for land and RGB 31 for water.
- Rename that picture (for example Map_T_colour)
- Then, start to paint it by picking up the different colors from my color chart, according to which texture you want to put at a specific place.
Make sure you respect the load.ini rule. For example the color that level of blue is 6, should be put on the place where the texture is Midland2.
When you want to test your work and want to see what it looks like in the FMB :
- Decompose the map_T colour into 3 pictures, one for each level of grey : red, green and blue.
The way to do it dépends on what tool you use. For my own, I use Gimp.
- Red and green are useless. You can delete it.
- The blue one, in fact the picture where each level of grey represents the blue levels of the map_T colors files, simply is ... the map_T that can be read by the sim.
So, rename it map_T.tga and that's all.
Here is link :
https://www.mediafire.com/file/582dzz6lk455qb5/colors_chart.zipHope that makes your life easier.