I'm trying to program in a "pointer" onto my game map that will match the underlying texture. First I created a heightmap and saved it as a .bmp. Then I used LoadTerrain to create a terrain. Next I've created 2 textures for that terrain - Texture one is an actual texture of grass/mountain/water/etc while texture 2 is a simple hexgrid overlay.
My plan is to highlight the hex that that player's pointer is on.
My thought was to create a 3rd texture level that was the same size at the terrain textures and place a single colored hex on it. Then I could just use PositionTexture to move the texture around so that the single hex image on it would align with whatever hex the player pointer was on. The problem is that when I draw that 3rd layer it tiles the entire terrain with hexes.
Here is the relevant code I've used in making that 3rd texture and applying it :
SCALE is the size of the terrain (512)
selector.png is an image of a single hex
Here is the Normal Image :

Here it is when I try to put on the selector

Obviously I don't want all those little ones, just one big one that I can move around to the selected Hex. I know how to resize the texture, but how can I have it so Only 1 texture of the right size appears? How can i get it as a texture without tiling?
Thanks!
My plan is to highlight the hex that that player's pointer is on.
My thought was to create a 3rd texture level that was the same size at the terrain textures and place a single colored hex on it. Then I could just use PositionTexture to move the texture around so that the single hex image on it would align with whatever hex the player pointer was on. The problem is that when I draw that 3rd layer it tiles the entire terrain with hexes.
Here is the relevant code I've used in making that 3rd texture and applying it :
Global gfxSelect = CreateTexture(SCALE,SCALE) skin = LoadImage ("graphics\selector.png") If Not skin Then RuntimeError "Missing graphics\selector.png file" SetBuffer TextureBuffer(gfxSelect) DrawImage skin,0,0 SetBuffer BackBuffer() EntityTexture Terrain,gfxMap,0,0 EntityTexture Terrain,gfxHex,0,1 EntityTexture Terrain,gfxSelect,0,2 TextureBlend gfxMap,2 TextureBlend gfxHex,3 TextureBlend gfxSelect,3
SCALE is the size of the terrain (512)
selector.png is an image of a single hex
Here is the Normal Image :

Here it is when I try to put on the selector

Obviously I don't want all those little ones, just one big one that I can move around to the selected Hex. I know how to resize the texture, but how can I have it so Only 1 texture of the right size appears? How can i get it as a texture without tiling?
Thanks!