- Load the mod you want to edit.
Note: If you click "Load last", it will load up the last mod you saved work on.
- You should end up with something like this:
- To open a map to edit, double-click on the map name in the list under Map listing.
- It may take a while to load if it's the first map that's opened right after opening Booster's Lab, but you will end up with this:
- As you can see, we are currently in Tile mode (the bubble next to Tile is filled in). As you can imagine, this is where you change the tiling. A nifty trick in this mode is to double-click in the Tileset to pop it out into its own separate window.
- If you click the bubble next to Entity, you lose the ability to affect the tiles, but gain the ability to place, remove, and edit entities.
- It depends on the version you are using, but with the latest version you mouse over the space you want to add an entity and press "I".
- This also happens to be the mode in which you can edit npc.tbl. To edit it, just click the button...
- ... and you'll be brought to this window.
- Clicking the bubble next to Script will bring up various tools involving editing the script, but I usually ignore most of them...
- ... in favor of the Script window that automatically pops up the first time you click the Script bubble.
- When you click the final bubble next to Mapdata, you will be brought here.
- This is where you change various things like the background, how the background scrolls, what tilesets are used, and more.
- To answer your question on making bkFog work:
1. Next to Background, make sure it's set to bkFog.
2. Next to Scroll Type, select "7 - Parallax scroll (clouds)". This is necessary for making each "layer" of clouds in bkFog move to the side at different speeds instead of tiling like bkBlue is supposed to.
3. The background should now be a functional bkFog.
Note: If it is still black, I faintly recall that it might be due to you adding more maps than the game can handle. I could be wrong, however.