Step By Step texture_scope.xml hack instructions: You have to edit "texture_scope.xml" in the " \work_temp\1\data\levels\custom_levels\your_level\" 1. Extract map from quick.bundle/patch.bundle. 2. Change map to how you see fit. If you want a different sky or to move around some items, there will be some changes needed again (noted below). 3. Compile map. 4. Extract map from mymap.bundle. 5. Extract texture_scope.xml from the quick.bundle/patch.bundle for the map you are editing. 6. Copy the texture_scope.xml from the quick.bundle/patch.bundle and paste it over the texture_scope.xml from the map you created. 7. Using the Bundler Tutorial on the General Modding section, rebundle the map. 8. Ding! Map is ready for use. Now, if you changed the sky or moved around any props/static objects, you need to take a few extra steps. 1. After you compile the map and replace the texture_scope.xml, you need to open the texture_scope.xml file. 2. Locate the line indicating "lightmaps" and change it to example file used in "Moondog bay" & "Water Front" more info stuff to do for map conversions If you just alter it for gametypes, like what I did with Norad and Strongpoint, you can just bundle the map up without doing lightmaps, unbundle it and replace the texture_scope.xml with the newest one for that map (either from the patch.bundle or quick.bundle). This will do 2 things. 1) Use the lightmaps from the quick.bundle or patch.bundle, which in turn 2) cuts down the size of the map more detail: In the texture_scope.xml there is a line that says this: For this example we will use the map Strongpoint from TDM. So Strongpoints texture_scope.xml will look like this: The part in bold tells the map what lightmaps to use. If you do not remove things, then go ahead and use the original because it tells the map to instead of using to use the lightmaps from tdm09. If, however, you move things around, change the sky, whatever, you need to bake the map so that it will use the following: href="/data/settings/set_texture_scope.xml#xpointer(/include/common/*)"/> and again explaining that stuff needs to be edited in two XML areas: http://www.ghostrecon.net/forums/index.php?showtopic=39452 hello the problem that you have and' simple enough to open the file description. xml and to add the comma to every type of map that want to do example.. - - @@@@<<<<<<<----------------- - Therefore to change the file texture_scope. xml add this red line and to make it become alone reading before rendering. Example: @@@<--- @@@<--- @@@<--- @@@<--- ALSO!!! Question: "have almost given up, putting up walls to have them come out as checkerboards after a 5 hour render. Have tried multiple times and multiple walls and props, all come out with checkers." Solution: modify and make unwritable texture_scope.xml then copy it to any folder 1-2-3 ecc then you can render proof. bye!