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MattJoey2142

How To Make Detail Texture More Lush?

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I want to know how to make the Ground Detail Textures as lush and visible as EA did with their BF2 maps. I use Tpaint always but seems not to really make things look lush as BF2 has.

Example:

My map:

Grass

bf2editor20100926044341.jpg

Tarmac Close

bf2editor20100926044437.jpg

Tarmac Zoomed Out

bf2editor20100926044447.jpg

Example for a map using a tool that makes map Detail Textures "Lush"

http://img85.imageshack.us/i/bf22010092604491467.jpg/

Anyone know a easy-to-use program that EA used or that this mapper used?

If it's a difficult program, I'll learn it.

PS: The second map image is from Sandbox mod.

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Well do you use the default Tpaint textures or custom ones?

If custom... are they yellowish? :P

Have you checked you light settings? e.g. use the lightsettings of FuShe Pass for a test.

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Well do you use the default Tpaint textures or custom ones?

If custom... are they yellowish? :P

Have you checked you light settings? e.g. use the lightsettings of FuShe Pass for a test.

What do you mean "default" "custom" kind?

All I did is generate the Colourmaps and Detailmaps in tpaint, put them in, looks like that...

I want it to look lush and colourful like EA did for theirs.

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i believe DICE hand painted their terrains

and used photoshop to paint in the road trails(you can see when you open up a map like Karkand in the editor and see the streets in karkand without the roads... the ground where the roads were are painted dark..)

You can also use your own low.tga high.tga and steep.tga files you create in photoshop instead of the stock ones...

you can put them in the data folder of the bftpaint folder...

you then uncheck "delete temporary files when you run bftpaint...(screen popup will have 3 checked boxes)

then bftpaint will create a coulourbig.tga and a detailbig.tga that are a texture of the whole map that you can import into photoshop and paint on to it to make it custom.

Then you save the colourbig.tga back into the bftpaint folder and overwrite...

then right click

the new colourbig.tga and check "read only" Then run bftpaint like normal and it will cut up the colourbig.tga into the colormaps folder.

You can do it over and over to try new ideas...

and lastly you can run terrain lightmaps on medium to get an idea what the terrain will look like at the end.(unlightmapped terrain looks really bright and unreal) good luck

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