DRAKHYSYS INFINITY TILESET WORKBENCH V4.4
WALKABILITY / SR.BMP EDITOR

NEW IN V4.4
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A visual BG2 search-map editor has been added as a third Workbench tab:

    WALKABILITY / SR.BMP EDITOR

This fixes the previous default behavior where a newly-created SR.BMP was entirely
walkable stone. You can now paint walls, scenery, water and other blocked regions
directly over the visible area image and export a valid 4-bit <AREA>SR.BMP.

BASIC WORKFLOW
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1. Create or clone the area normally.
2. Open WALKABILITY / SR.BMP EDITOR.
3. Load the exact map image or exported <AREA>_PREVIEW.png as the visual reference.
4. Optional: load the current <AREA>SR.BMP. If you do not, a fully-walkable stone
   search map is created at the correct search-map grid size.
5. Paint blocked areas over walls / obstacles.
6. Choose the same area resref, e.g. DR0001.
7. Export to your active override folder.

MOUSE
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Left mouse  = paint the selected search-map material.
Right mouse = erase back to walkable stone (palette index 7).

IMPORTANT BG2 SEARCH VALUES
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0  Obstacle              BLOCKED; blocks sight/flight/projectiles too
7  Stone                 WALKABLE default
8  Transparent obstacle  BLOCKED for walking; sight/flight/projectiles pass
10 Wall                  BLOCKED; recommended for castle walls
12 Water / no walking    BLOCKED for walking
13 Roof                  BLOCKED
14 World-map exit        BLOCKED for walking

Other values remain available for walkable terrain/footstep types.

EXPORT
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The editor writes:
    <AREA>SR.BMP
    <AREA>SR_PREVIEW.png

The BMP is round-trip validated immediately after export to make sure every painted
palette index and row orientation was preserved.

UNCHANGED V4.3 FEATURES
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- Quick Create new area from image
- Clone/reconstruct existing area
- Keep Source mode
- ARE/WED/TIS/PVRZ export
- MOS generation from the same exported area image
- HT.BMP / LM.BMP / SR.BMP companion export
- BS/BCS compiler + CHR/CRE resource tools

During active development, keeping the currently-edited area resources in override
is convenient. Once a batch is stable, you can move those resources into a new BIF
and register that BIF in your chitin.key.
