Originally posted by tracer
I've checked them out on several maps that had multihex-military structures. The only problems I've seen to this point are shifting and proportion (appear smaller/larger). As long as no new icons are added to the original 47 in Ter61, no green blobs should appear.
While editing the buildings I came up with some new ones that I really like, and have had others (like Harry's 'winter church') sent to me. I'm considering adding them to Ter61 since there are 50+ slots available in it. This could also be a good chance for those with buildings they've created to have them distributed and used on maps; like Brent pointed out to me, Ter61 is a 'user' file. Since existing maps only have buildings 00-46 on them, any new buildings added to Ter61 wouldn't affect them; this would only happen if a designer actually employed a 'new' (47-99) structure on a map and the user still had the old Ter61 files....then it would be 'attack of the blobs'. 
I just re-read what I typed: its unbelievable the things I've learned incidentally from playing SPWAW. If I had read the above post 3 weeks ago I wouldn't have a clue what 1/2 of it meant!!
I think if various scenario/map designers used the old Ter61 file set already in some scenarios, they could honor tracer´s efforts by adapting to his new Ter61 file set, once finished IMO!;) This way all players don´t need to bother with possibly green blobs, ect. on their maps and simply can replace the old Ter61 files with the new ones.
For installment of the files, a simple self extracting ZIP file can be created and even an ordinary ZIP file does the purpose quite well.
Tracer..did you know that the TerXXX files can have more than 100 entries?? In fact I managed to fill them with up to 200 shapes and if placed in supported Files (means...can be accessed in SPWAW map Editor by choosing appropriate button-->Buildings f.e.) every scenario/map designer can use them without need to start up Freds Map Editor!
This is how my winter buildings shape file (Ter26) was made f.e.
I took Ter26 shape file (single hex wooden buildings) and simply expanded it with my winterized building versions. This means the original file now has more than double the entries than before and it´s still compatible with every scenario made before, using the single hex wooden buildings. In SPWAW map Editor the new (and all others) buildings can be accessed by use of the "SHIFT-1" short-cut. The winterized buildings start at slot 74 and go up to slot 145!
Important note: Shape 73 in Ter26 file needs to be a blanc, as it´s used for the multihex buildings to work correctly!!!
Go to SPWAW map editor, push "Add wooden building to hex" button, type "0" (nil) to choose "wooden building", type SHIFT-1 and you´re asked to "Select special icon number", type 74, left mouse click on map and you get the first winterized wooden building in the row! Everything else works just the same.
I just remembered that I also made some "jungle" style buildings taht I put in Ter82 shape file. (Wooden buildings USE1).
Map Editor: push "Add wooden building to hex" button, type "1" ( to choose "USE1", type SHIFT-1 and you´re asked to "Select special icon number", type 0 to 25, left mouse click on map and you get 25 jungle style buildings for all zoom levels properly centered!
Another thing worth to mention: You can even create completely new shape files that aren´t originally in the game!

For example you can create a Ter91 shape file and fill it with everything you like! By default this new shape file will be of the "flat" style, like Ter86 (city streets) and can´t be accessed in the SPWAW editor. You need to place the tiles fromf this shape file in Freds MapEditor. As long as you have this new custom shape file resided in your SHP folder you always will see the new graphics on your map in sPWAW.
Try renaming one of the icon files (IconXXX.shp) to Ter91z4.shp (BACKUP original FIRST!) for example and place the icons in Freds Editor by use of "Tile transfer" command!
Some other info regarding Freds MapEditor: Buidling shapes only cast shadows when placed on sect/layer 5! Trees only cast shadows when placed on sect/layer 6!! (Did you notice the "Orchards" don´t cast shadows on the map?

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have fun
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Harry