This .zip archive contains the following for placing custom objects in your course designs: 1) Full size custom graphics in 8bit .PCX format. 2) 32 x 32 pixel thumbnail graphics in 8bit .PCX format for your custom objects palette. Thumbnail filenames are identified by the terminating (t) in place of the number 1. 3) OBJECTS .ini data for your courses .ini file. Your .ini filename has to include your course's filename. Example: Your course is named, "my course.jnc" then your .ini file must be named, "my course.ini". Just copy and paste the graphics and .ini data for the objects you wish to use. You do not need to credit me for using these objects in your designs. I highly recommend the XnView image browser program for viewing .PCX files. https://www.xnview.com/en/ And for image editing I recommend GIMP: https://www.gimp.org/ There are three object types: Type 1 is for trees, type 2 for plants, and type 3 for objects that do not fall in the first two categories. .ini entry example: filename1.pcx=height,width,type,[split],[sink],[flip] What's with the number 1 at the end of the filename? From the JN6 Help file: "For a better appearance over distances, you'll want to provide MIPs (smaller resolutions of the same graphic). You may provide three more images, each a 50% reduction from the first, and name them ending with "2, 3, and 4." I did not employ the use of MIPs for my custom graphics because they all look great from any distance. Height and width are in meters. To convert feet to meters multiply by 0.3048. To calculate a proportional width I use this equation: Width = Height * (ImageX / ImageY) Example: Image = 700 * 1000 pixels. Height = 20 meters. Width = 20 * (700 / 1000) = 14 meters. The last three variables are optional and are for type 1 objects only. Split is in pixels and defines the point where the trunk ends and the foliage begins. Example: Image height is 700 pixels. Foliage begins about 25% up from the bottom of the image. Split = 700 * .25 = 175 pixels. Sink is in pixels and is used when placing objects on steep slopes making part of the object to appear to be floating. It can usually be ignored. Flip is a boolean operator. When set to 1, the object will flip when viewed from the reverse angle as it would in a real setting. This only works in-game, not in the rendered view in the designer.