On page 1, first post, I replaced my previous stickmans Concrete mod with a darker concrete concrete and my modified tyremarks texture.
Here, too:
http://www.mediafire.com/download.php?9fzbswcblbntco7Bill also suggested that just putting tyre marks at the ends of concrete air strips would be good, so that's what I did.
Tangmere. On the longer strip I placed 2 tyremark objects next to each other, and on the shorter strip, just a single object at each end.

Kenley. All doubled up objects at the strip ends:

Biggin Hill. The short strip with single objects. A closer view:

Debden. All double objects at ends:

Debden in Instant Action Takeoff. Close view of the tyre marks. I tried to make the marks smaller than they were, with not much effect.
I am not too good editing .DDS file masks. I did greatly reduce how much they show up on the underlying texture.
Also I cut away about 70% of Ben's original big and wide tyremarks texture, which I think, he made for grass fields?
I made the tyre marks for only concrete fields, hence, the reduction.

Note!
For Instant Action Takeoff, the position that the Player's aircraft starts is the same positional coordinates that Red Leader of the (1st) Squadron's position
will be placed in Campaign on takeoff. These coordinates are determined in the mainwld.bf file in the BFIELDS folder.
In previous versions of BoBII, if the Player would do the Takeoff IA mission at Kenley, the aircraft would not be even on the concrete strip. This always bothered me.
Ben changed most all of the RAF airfield terrain different, including the concrete strips, too.
So I had to edit mainwld.bf file coordinates so that all of the Player's aircraft in Instant Action Takeoff missions,
and most all of the Red Leader's aircraft of the (1st) Squadron position with concrete airfields, would be centered good on the concrete strip.
This I am proud of doing, for the better. I learned a lot about the mainwld.bf and MAINWLD.bfi file while reforming Airfield Operations at RAF fighter fields, for 4 months.
Colerne. This field has only a capacity of one Squadron. So I can place the Campaign Squadron that uses this field anywhere I like, as long as they are Regular or Veteran skilled pilots.
Novice and Poor skilled pilots land like moronic crazy idiots,
so I think I placed this Colorne placement to take into account how poor pilots land, and reducing their crazy landing behavior.
Anyway.. Red Leader starts centered OK to the concrete OK here, as I ordered him to do.

Northolt. This field has a capacity of three Squadrons. I looked at and edited many times, how even all three Regular Squadrons take off and land.
I compromised here, using Poor skill Squadrons, too, considering good and bad.
I can make it better if all pilots land decently, and not act like idiots!
This can be made better with a CODE help change, whereas POOR pilots can at least... land their aircraft OK.
Before they go into the air and fight veterans!
I always laid out my RAF airfield operations coordinates to make 3 Squadrons that are taking off at the same time,
and landing at the same time..
in Line Abreast, so as not to be running into each other badly when they land and taxi back to reform.
I can stack them like on a carrier. In a column for takeoff. When they all land at the same time, though, it looks like a real traffic jam!

North Weald. Similarly to my other compromises, I could not line up Red Leader goodly to the concrete strip.
Oh well.. cannot please everybody.

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Must eat, and consider some other real life problems.