>> ill do those water textures tonight
I hope you're aware that the textures are 60x60 at their core, that the two pixel borders are actually a two pixel strip from the edges of the 60x60 core of adjacent textures, or in the case of the single water texture - a two pixel strip from the opposite edge of the 60x60 core. In other words, be sure to make your tiling image 60x60, animate it as 60x60, then once you are finished the edges can be swapped around to create the necessary 64x64 finished textures. If you don't do this then seams will be evident where the water texture butts up against itself as it tiles. The thing is that in order to be perfectly seamless in game all custom MTM2 terrain textures need to be built in multiples of 60x60 and have the extra two pixel border edges generated by a program like Slice60, or done manually in a paint program.
Slice60 and texture info:
http://cownap.com/~mtmg/slice60/
Speaking of water:
<center>
Stock water::
<img src=http://mtm2.com/~forum/images/ripplestock.gif>
Yeastmans's replacement:
<img src=http://mtm2.com/~forum/images/rippleyeast.gif>
OOPS's replacement: (in the current fixmore)
<img src=http://mtm2.com/~forum/images/rippleoops.gif>
</center>
Palettes: I've noted that the stock water is a mostly greyscale palette and uses 121 unique colors from the palette, while Yeast's and OOPS' textures use 20 unique colors each. A greyscale palette is likely to merge well with any track palette of course, and the 20 color palettes stand a good chance of surviving the application of a track palette with enough blue in it (bearing in mind the water color will always merge itself will the track palette - matching colors in that palette as closely as possible).