| 1 | To help differentiate units on a battlefield, most unit textures should make use of player colour: parts of the texture are marked as player-colour regions, and in the game they are colourised to match their player. |
| 2 | |
| 3 | This is controlled by the alpha channel of the texture - high alpha regions are unaltered, low alpha regions become strongly coloured, and anything in between gets a proportional amount of colouring. |
| 4 | |
| 5 | The [wiki:Image_Converter Image Converter] tool lets you edit BMP files where the alpha channel is represented by a black-and-white lower half of the bitmap, which is easier in some painting programs. |
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| 7 | The [wiki:Colour_Tester Colour Tester] tool lets you examine textures in any colour, to ensure they are working as expected. |