Dian wrote:
The transition tiles alone would take forever to fix.. since that is a land tile Dragon places from script, not painted on the BMP..
Not entirely true. Actually that was one of the easier parts (although it was a lot of work) for the maptrans that I made specifically for m2b. It has to be run from it's own directory, although Darus is going to make changes in the next version so that it will use a differently named maptrans file.
The biggest problem is what you stated about the altitudes. What m2b will do is use the closest altitude rounded up. So under mod11, grass 3 becomes grass 4, mountain 72 becomes mountain 75, mountain 90 would become mountain 80 because that is the highest the maptrans has.
I've got a nearly finished OSI conversion, there are a few jungle transitions as well as transitions in T2A area that I have not figured out yet but with a little work it is very useable. The main areas that have altitude problems are the highest areas in Britain, Magincia and Occlo because the major hills are 50-60 and mod 11 only has most terrain up to 30. Mod 10 has terrain to 40, but things like brick and floorplates only at 0 so they get even messier.