Rhino Posted August 8, 2007 Report Share Posted August 8, 2007 Here is a quick tool/photoshop layer I made to show you what each patch is in its file name form so you can quickly see which patch is which when overlaying this over a colour/detail/light/mini map. This tool will require alot of knowledge of how BF2 and its maps work and also knowledge of dds files etc. quick pic of how it looks over a colourmap This grid has been made for 1024 maps but you can use it for 512 and 256 maps if you snap it to the top left corner, when the image is of course the same scale and is in BF2's flipped upside down position as always as 512 and 256 maps still use the same patch format and size, just they use fewer of them. Download: http://www.gloryhoundz.com/prmm/users/rhin..._patch_grid.psd Have fun! Quote Link to comment Share on other sites More sharing options...
clivewil Posted August 8, 2007 Report Share Posted August 8, 2007 simple but very effective and sure beats doing the sliding-block-puzzle thing in photoshop, which i have in the past. thanks for sharing, Rhino Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 8, 2007 Author Report Share Posted August 8, 2007 yep, also we really need to sticky this cos I'm sure ive seen something like this posted up in the past, but lost it and couldn't find it when I needed it... Quote Link to comment Share on other sites More sharing options...
1/2Hawk Posted August 8, 2007 Report Share Posted August 8, 2007 Wow Rhino - awesome idea. If we sticky this, can you include other important information such as the .dds settings that are required for saving/editing the various maps in Photoshop? Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 9, 2007 Author Report Share Posted August 9, 2007 Wow Rhino - awesome idea. If we sticky this, can you include other important information such as the .dds settings that are required for saving/editing the various maps in Photoshop? ye thou most of it I will have to search around for as I cant always remember myself thou its kinda offtopic that bit hehe Quote Link to comment Share on other sites More sharing options...
BEEX Posted August 9, 2007 Report Share Posted August 9, 2007 (edited) thanx rhino!,this will come in very handy atm,and funny enough i just came onto the forum looking for something like this...lol . and its.... DXT1 with 10 mipmaps . is there a tool too automaticly split this huge texture up and rename them according to colourmap eg:00x00 Edited August 9, 2007 by BEEX Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 9, 2007 Author Report Share Posted August 9, 2007 thanx rhino!,this will come in very handy atm,and funny enough i just came onto the forum looking for something like this...lol. and its.... DXT1 with 10 mipmaps well it depends if you are talking the editor colour maps, or the ingame colour maps, as editor colour/detail maps are more detailed than the ingame ones, they are saved as 8,8,8,8 instead of DXT1 Quote Link to comment Share on other sites More sharing options...
Catbox Posted August 9, 2007 Report Share Posted August 9, 2007 thanx rhino!,this will come in very handy atm,and funny enough i just came onto the forum looking for something like this...lol. and its.... DXT1 with 10 mipmaps . is there a tool too automaticly split this huge texture up and rename them according to colourmap eg:00x00 yeah Beex... you can use BFTsplit... in BFTpaint (not sure who wrote this but thanks...) Here's the easiest way that I think I can break it down for you: Open windows Explorer Go to the C: drive Right Click, Choose "Create New Folder" Name that folder "SPLIT" (don't use quotes) Save your colormap as "colormap.tga" in the "C:\SPLIT" folder Save your detailmap as "detailmap.tga" in the "C:\SPLIT" folder Copy the files "bf2_tsplit.exe" and "NVDXT.EXE" into the "C:\SPLIT" directory Go to Start > Run Type "cmd" (no quotes) and press ENTER Type "c:" (no quotes) and press ENTER type "cd \SPLIT" (no quotes) and press ENTER type "md colormaps" (no quotes) and press ENTER type "md detailmaps" (no quotes) and press ENTER type "bf2_tsplit detailmap.tga colormap.tga" and press ENTER BF2_Tsplit with split your files and populate the "colormap" and "detailmap" folders in the "C:\SPLIT" directory. Copy both the "colormap" and "detailmap" folders and paste them into the "editor" directory of your level. For example, if your level was named "TreeHouse" and you installed BF2 in the default directory, it would be in: C:\Program Files\EA Games\Battlefield 2\mods\BF2\Levels\TreeHouse\Editor" Quote Link to comment Share on other sites More sharing options...
Bensta Posted August 9, 2007 Report Share Posted August 9, 2007 Or just take the huge image 4096x4096 and name "colourbig.tga" and make the image read only, place inside root tpaint folder and then run tpaint as normal with the deleate temp files option unticked. I find thats the simpleist way, well for me any way Good tool btw rhino Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 9, 2007 Author Report Share Posted August 9, 2007 Or just take the huge image 4096x4096 and name "colourbig.tga" and make the image read only, place inside root tpaint folder and then run tpaint as normal with the deleate temp files option unticked. I find thats the simpleist way, well for me any way Good tool btw rhino hehe haven't thought of doing it this way. but ye, this is not here to split the images up by hand, its more to see what patch is what if you only want to edit one or afew patches Quote Link to comment Share on other sites More sharing options...
BEEX Posted August 9, 2007 Report Share Posted August 9, 2007 (edited) bensta's way sounds the best!...just a little less complicated..lol . thanx guys! for the awesome info,been scratching my head about this stuff for ages. . great tool rhino,i used it today and finally got a bearing of what goes where in the terrain department,will come in very handy of the next few weeks...lol. . EDIT....how many meters does each 512x512 colour map cover ingame,using the same size map as in rhino's tools? Edited August 10, 2007 by BEEX Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 10, 2007 Author Report Share Posted August 10, 2007 1 pixel = 2 meters in a scale 2 map Quote Link to comment Share on other sites More sharing options...
BEEX Posted August 10, 2007 Report Share Posted August 10, 2007 sweet!...thanx mate!...this thread gets better and better! Quote Link to comment Share on other sites More sharing options...
Rhino Posted August 10, 2007 Author Report Share Posted August 10, 2007 sweet!...thanx mate!...this thread gets better and better! hehe, and there was I thinking this was common knowledge on these forums otherwise I would have posted this info up ages ago Quote Link to comment Share on other sites More sharing options...
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