@thedeadparrot - firstly you do not need to recreate the .bar file after creating a new version of a standard file and sometimes it is wiser not to. The separate files get loaded after the .bar and overwrite the original. If you really want to make a new .bar file incorporatating your mod, the easiest way is to install Ykkrosh's AoMXmod. This has a utility call Barbuilder that converts all files in a folder into a .bar file.
Just remember that if you are rebuilding a standard AoM .bar file, make sure all the files are present or you will lose things.
@gangsta4lyfe - a terrain texture is no different to other tesxtures used in AoM. Create a bitmap with the desired texture and convert it to .ddt (just convert one of the existing terrain .ddt's to get the correct parameters).
You then need to add the new texture into a terraintypes.xmb file. To do this convert it to .xml format and edit it adding your new terrain into the most appropriate existing category (eg. is it passable or impassable land, water, etc.). Reconvert it back to .xmb and it will be available in your terrain palette.
@Beng4499 - welcome to modelling. When changing an imported .brg you are basically limited to moving the existing model around. Any attempt to add or delete verts usually results in texture alignment going out of whack.
The ways I have found to sometimes fix this problem are either:
a) select the model and "delete isolated verts" on the lower right hand options panel for modifying meshes, and try exporting/converting it again; or
b) reimport the original .brg; merge in the model you created and reapply the texture. Sometimes you inadvertantly drag one of the texture components onto part of the model rather than whole texture (e.g. most AoM models use multiple textures but only one UVW map)and this can mess up the mapping.
[This message has been edited by Stephen Caines (edited 06-26-2006 @ 06:27 AM).]