As some of you might know, in the profile.dmp file in your mapeditor directory are all the cliff types stored. Maybe some of you guys (who are interested in making new cliffs) may find it usefull. Here is the 'set-up' of a cliff located in profile.dmp PROFILE {iceridgecliff} <- system name (must be unique) NAME iceridgecliff <- displayed name PAL (null) <- unknown TEX icecliff.tga <- Texture on Point area SKIRTMAP icecliff.tga <- Texture on Skirt area COLLARMAP icecliff.tga <- Texture on Collar area POINTV3 0 -76.000000 33.000000 <- Point 1 x,y POINTV3 1 -50.000000 59.000000 <- Point 2 x,y POINTV3 2 -20.000000 145.000000 <- Point 3 x,y POINTV3 3 -6.000000 195.000000 <- Point 4 x,y POINTV3 4 16.000000 285.000000 <- Point 5 x,y SKIRTV2 0 -144.000000 0.000000 <- SkirtPoint 1 x,y SKIRTV2 1 -76.000000 33.000000 <- SkirtPoint 2 x,y = POINTV3 0 (lowest of Point) COLLARV2 0 16.000000 285.000000 <- CollarPoint 1 x,y = POINTV3 4 (highest of Point) COLLARV2 1 54.000000 335.000000 <- CollarPoint 2 x,y ENDPROFILE Also, in a profile, the model will always be drawn from bottom to top. That means it will draw from COLLARV2 0 to COLLARV2 1 and from POINTV3 2 to POINTV3 3. -Another interesting fact, again as some of you might know. Both 00000409.016 and 00000409.256 (located in the Emperor folder) are bmp files (4 and 8 bits), it's the bmp you see before emperor starts the game and the screen goes black. So far a small Emperor knowledge update... Greetz, -Mike