bladefinor Posted March 26, 2011 Report Share Posted March 26, 2011 (edited) Is there anybody who have succeeded to extract the heightmaps? I'm considering to make a few maps based on BC2's maps, and I've been struggling too much to find out how to open the heightmaps properly in Photoshop. Much appreciated if anyone wants to help me out Edited March 26, 2011 by bladefinor Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted March 26, 2011 Report Share Posted March 26, 2011 Oh yeah, I have. You'll need QuickBMS or something to open up the fbrb file, and then the heightmap itself is essentially just a .raw file with some extra bytes at the start as a header. You can either manually work out how many bytes to chop off at the start, or you can probably use either of Remdul's or PiratePlunder's texture converters. All the textures in BFBC2 are DDS files with different headers, and technically so are the heightmaps, so those tools should be able to do it. The tools you need are here: http://www.bfeditor.org/forums/index.php?showtopic=14207 Good luck! Quote Link to comment Share on other sites More sharing options...
bladefinor Posted April 17, 2011 Author Report Share Posted April 17, 2011 Sorry for my long absence. Thank you very much for the info. I'll see what I can do! Will repost if I encounter any problems. Quote Link to comment Share on other sites More sharing options...
bladefinor Posted April 17, 2011 Author Report Share Posted April 17, 2011 (edited) Been researching a bit now... I seem to be able to load textures with Remdul's FrostyBits Texture Converter. But whenever I'm trying to convert something that's .raw, the converter tells me this (for instance): file: C:\Program Files (x86)\Electronic Arts\FBRB Extractor\New Attempt\mp01_terrain\Terrains\mp_001\MP_001.Heightfield-000.resu1: -1006632960 u2: 0 format: -1006632960 u4: 1140850688 size: 1140457472x1140850688 u5: 1024 mipmaps: 7 Probably not a texture, aborting... Soo... I guess it's not possible to convert .raw files, even though it's a .res (?) This "MP_001.Heightfield-000.res" is 2.175 KB, so there gotta be something in this file. Edited April 17, 2011 by bladefinor Quote Link to comment Share on other sites More sharing options...
apfelbaum Posted June 13, 2012 Report Share Posted June 13, 2012 (edited) The heightmap files are stored as .raw files, 16-bit greyscale. You have to cut off 49 bytes from the header (.res header) Delet this part from the file's header(hexadezimal) 00 00 00 C4 00 00 00 00 00 00 00 C4 00 00 00 44 00 00 FA 43 00 00 00 44 00 04 00 00 07 00 00 00 08 00 00 00 00 00 04 00 00 00 00 00 00 Then rename the file to .raw and import the file eg. to Photoshop. Resolution: 1024x1024 ( if the file's size is around 2mb) 2048x2048 ( if the file's size is around 8mb) etc. Channel: 1 Byteorder: 16-bit IBM PC This way you can get the file without problems to eg. 3DS Max or the Unreal Engine (after resizing) sorry for my bad english Edited February 2, 2014 by apfelbaum Quote Link to comment Share on other sites More sharing options...
Spyker2041 Posted July 30, 2012 Report Share Posted July 30, 2012 Anyone succeed in getting the heightmaps in .raw? I would like to use these to recreate bc2 maps in bf2? Quote Link to comment Share on other sites More sharing options...
Spyker2041 Posted July 30, 2012 Report Share Posted July 30, 2012 I have managed to extract the terrain file but am now left with the files in the picture below, anyone know how to get the heightmap into a .raw file that bf2 can use? Quote Link to comment Share on other sites More sharing options...
apfelbaum Posted July 31, 2012 Report Share Posted July 31, 2012 (edited) I have managed to extract the terrain file but am now left with the files in the picture below, anyone know how to get the heightmap into a .raw file that bf2 can use? You have to rename the .terrainheightfield to .raw and follow the steps i described. I don't know which options are used for BF2 by exporting from Photoshop. The other files (.watermesh, .visualterrain...) are useless for us. Edited July 31, 2012 by apfelbaum Quote Link to comment Share on other sites More sharing options...
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