Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Please see this thread for updates. Update Thread
SOH ADMINISTRATIONLoadBitmap( x type a r g b name_of_a_BMP_file )
Loads a bitmap in uncompressed BMP format. These bitmaps usually have formats:
256x256, 128x128, 64x64, 32x32 and uses a 256 color palette.
If the bitmap is smaller than 256x256 it seem to be expanded. You have to take this into account when dealing with bitmap coordinates.
Do not use the old BitmapMode() instruction with this command.
x unknown, always set it to 0
argb color code, used if texture not found or disabled. see RGBSColor()
name Filename of the .BMP file. Long filenames allowed. Use quotation marks if containing spaces.
type type/classification and flag bits for this texture. This classification is used in the Option/Setup menus (does not work in FS2K) -> textured ground ON/OFF selection.
0 none
1 aircraft
2 map
3 water
4 sky
5 ground
6 building
7 effect (FS2002)
8 damage (FS2002)
Optional flag bits (FS2K). These flag bits enables the search and conditional load of replacement bitmaps with the following name template:
L <name>_LM.BMP (night) light map
W <name>_WI.BMP winter bitmap
H <name>_HW.BMP hard winter bitmap
F <name>_FA.BMP fall/autum bitmap
S <name>_SP.BMP spring bitmap
If needed use these flags as a prefix to the type number without spaces. Example: L6 for a building with aditional night bitmap or WSF5 for a ground texture with aditional seasonal replacements. It seems that not all flags work with all texture types.
LoadBitmap( 0 WFS6 EF 0 0 0 tree1.bmp )



Kev,Thanks Allen, I didn't realise John had got rid of the offending objects which are trees. It's just a matter of finding their BGL file.
I reinstated the original De Vlijt.bgl and here they are.
View attachment 163423