UCM3 models use standard 24-bit Windows BMP images to store the data for each individual page or part. The BMP format stores its image data in red, green, and blue channels, and UCM3 model data is encoded into these BMP images as follows: Red channel: Texture Green Channel: Region index Blue Channel: Lines, tabs, and text This is why the BMPs belonging to UCM3 models look so strange. In order to edit them, you have a few options. If you just want to rearrange parts, you can simply open the BMPs and do things like cutting and pasting the parts. Just keep in mind that if you do cut and paste the parts-the background of the new image into which you paste the parts MUST be blue (RGB 0,0,255), as that will translate into the standard white paper color. If you want to rearrange, add, or delete regions, you'll need to first split the BMPs into individual channels. In Paint Shop Pro, for instance, this can be done by using the Split Channel> Split To RGB function under the Colors menu. You'll end up with three images...a grayscale texture map, a grayscale region map (which may appear black, but isn't really black), and a third image consisting of black lines and text on a white background. The region map bears some additional commentary...this image is where all of the region data is stored. Pixels that are pure black (RGB 0,0,0) correspond to the paper color, and all other pixel values from RGB 1,1,1 to RGB 255,255,255 directly map to the editable regions. You may want to convert the region map to full color and then flood fill with random colors to see each region better. Make sure that you restore the regions to their appropriate grayscale values before recombining the separate channels into a single image.