max,

i dont think it's ever been done. i looked into it a while back and i seem to recall that i guessed the textures for the tiles were all in one large bp8 file, or possibly several, one for summer, another for fall, then winter, then spring. and mind you, those were guesses. nobody ever quite figured it out. i'm not sure anyone ever figured out how to read the bp8 files, if that was what it was.

it would have been slick of CA to have included a tile texture editor. i'm fairly sure that they are using a system that would allow for at least 256 separate textures, but that the original shogun only used less than half of that, and we/mi used a few more. it would have been good if we could have added in more ourselves. i've run across instances where i could have used more, particularly where you want a texture of a base type that would tie into other base types or a base type that ties into 2 dissimilar base types, or one base type that ties into another base type on opposing sides of the first base type. they have none of those. they also left a few out, like a full texture of those woods in the 43, 44, 45 range. they have the 1/4, the 1/2, and the 3/4, but no full.

also, in the original shogun, they tied some models directly to the tile textures. if you added X tile number, then you also automatically got model X number. in we/mi they un-did these and allowed for separation of textures and models, which was good, but might be part of the reason textures are somewhat difficult to edit..or even find ;)

hopefully, in future games, DT/CA will allow and include editors for just about everything, but for now, nobody has cracked the tile texture edits. be my guest.

K.


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The only absolute is that there are no absolutes.