BMPSTER 0.1d (alpha version, for the BZ2 demo only.)

it works for me. more than that I cannot guarantee.
if you cant use it, dont bother asking me.


INSTALLING

requires dos4gw.exe in your path

unzip the files to a new directory.

youre done.

HOW TO USE.

1. hit ctrl-s in bz2, choose a file name to save your new map to.

2. delete the .ter file

3. bmpster requires 3 BMP files to work its magic.

   they must use the preset filenames, and be of the correct type.

   they are -

   rgbmap.bmp : 512 x 512 24 bit colour map
   hgtmap.bmp : 512 x 512 24 bit height map
   lgtmap.bmp : 512 x 512 8 bit shadow map
   (dont worry too much about the shadow file - see below)

4. run bmpster.

5. copy the bmpster.ter file to bz2/addon directory

6. rename bmpster.ter to the ter filename you deleted in step 2.

7. launch BZ2 demo with your mapname as the command line parameter
   (do not include the file extension)

8. jump up and down cheering. 

9. add trees, tanks etc in the editor.

10. make a normal save game file (.sav) if you want to distribute your map.


A note on shadows:

bmpster will generate shadows from the lgtmap file you create, however, the BZ2 editor likes to make its own shadows as you edit the map. 
the BZ2 lighting system is different to BZ1 in that it supports multiple light sources - bmpster doesnot utilise this yet.
At this stage, i suggest not worrying about creating shadows. instead you must touch every square with a texture brush so that BZ can make the shadows for you. its less work than putting all the damn water in. (which took longer than writing the code by the way) - so I'll probably do a water table generator before i do another map.

shadows will be addressed in a future release, as will texture placement and blending, for now bmpster creates a single blanket texture.


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