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Heightmap Utility


[BG2]Panzaman

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anyone want to create some terrain for me? I need about couple of 1024 maps, it don't matter how it looks, couple of mountains some where, really up to you. I just want to download what you created and just run tpaint and start working on the map. I create maps for a tournament and I find that it takes me about 2 weeks just to make some good terrain and would appreicate if someone creates some for me with this tool. I will include you in loading screen and anything else if you want to.

also, I tried using this program and i find it difficult to do all the convertions, etc.

(info, we run a new map each week and its difficult to create maps that fast, especially if you waste so much time on terrain)

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okay thanks. and i tried the GeoControl 2 beta I think and its all fun but i tried exporting many times the terrain i made using the tutorial and it just didn't work. Id rather use whatever you guys come up and just tpaint it and work on it.

Edited by archelon
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  • 2 months later...
  • 2 months later...
  • 9 months later...

Yeps. The material converter optionally uses an external conversiontable ( examine the included readme ) and in theory can convert any byte value from the input file to any other byte value. Its only hardcoded to read 'materialmap.raw' as the input file name so you need to rename your input file to this before launching the program. It will output a file named 'HeightmapPrimary.mat' with the same length as the input file.

Edited by mschoeldgen[Xww2]
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  • 2 weeks later...

I've tried to use BF2_Tpaint, but when I start it, it gives an error about the "heightdata.con". Yes, the surrounding terrain is green, activate and viewable in game as green. It's been over 3 years since I messed with this stuff and can't seem to find a clear answer on my scenario:

I've already sculpted the terrain by hand and did the terrain texture color/detail by hand, but was wanting to try BF2_TPaint for the surrounding terrain, and maybe re-texture the primary, but I want to be clear on what files and where stuff.

So, apparently I need to do something with heightmaps before I can use TPaint, but I'm not clear what. I made a copy of /MyMod/... as a backup.

I don't mind trying it on the whole map, based on the terrain I have sculpted, I just don't want to lose the terrain shape I have now.

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BF2_TPaint is discussed here:

http://www.bfeditor.org/forums/index.php?showtopic=1716

You probably didn't put the TPaint folder with its contents into the map you're working on .

Here's TPaints' Home page:

http://tpaint.alffx.nl/

Edited by mschoeldgen[Xww2]
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Yep, it wasn't in the correct place! After much trial and error, I finally got it placed. After alot of searching, I finally found a post that mentioned that if the error about "heightdata.con" comes up, it's because the TPaint folder is in the wrong place, so I went to placing it and trying it till it worked.

Thanks for the reply! I'm sure there will be more questions as I fumble through this chaos called modding BF2.

EDIT:

Thought I should actually put the file path so it's more clear...

C:\Program Files\EA GAMES\Battlefield 2\BF2_TPaint\

C:\Program Files\EA GAMES\Battlefield 2\mods\MyMod\Levels\My_Level\bf2_tpaint\

It does work and fast, if you use the stock tpaint textures. Make new ones takes time, but doable.

Needs to be a checklist or something that tells you the correct steps to what needs to be done before you install tpaint. Tpaint itself is really simple actually, and the issue I currently have I'm sure is a misstep issue.

Edited by Bossgator
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Reading the instructions really pays off :P

While working with TPaint i've made a few /data folders containing different sets for scenarios , like different desert, european , winter and pacific data sets. Playing around with the slope and heigth settings is also fun and useful. Tpaint and Ecomap are both very handy helpers and a must-have for every BF2 mapper.

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No actually, reading doesn't do it, it's the comprehension part that makes the difference!

Sure, that's a good idea to have a library of assets of all types. And each of those data sets can be intermixed for new variations. Basically swapping out image layers like in Photoshop. Great idea. Could make a nice "Modders Pack" or something. A kind of toolkit of assets, but there can be copyright issues, but for personal it works great.

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  • 2 months later...

I'm getting TBM: unknown surrounding terrain patch type! so am trying to generate surrounding terrain with this.

Could someone please explain how to create surrounding terrain from an existing primary height map. This is driving me nuts and can't make sense of anything. Maybe I'm tired, or maybe it was the banging against a wall I subjected my head to.

This is what I've tried:

Browse for a 16bit RAW > Select primary height map.

Tick "Also create BF2 secondary height maps > Save Copy.

When I got in the editor after I get Chernobyl radioactive green surrounding terrain that is about 300 feet higher than my map. Also it's like it's made up of 4 of my primaries at 25% size.

Edit: It seems to freeze and stop responding half way through drawing the height map now. I am really not having a good day.

Edited by Mavrik347
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  • 2 years later...

Hello =)

I have a problem, the terrain heightmaps i have imported to my BF2 map from BF42 without any problems using this great tool. Then i tried to do same with material maps, it worked but not fully, here is the issue:

0wtf.jpg

I dont understand how this is possible, what i did is converted MaterialMap.Raw from BF42 map and changed name to HeightmapPrimary.mat and moved to my BF2 map folder, then i used bf2_tpaint to get colormaps & detailmaps & lowdetailmaps. Then loaded it to BF2 editor, and the picture above shows what i get, part of the terrain works perfectly, but there are transparent huge boxes in few places.... Any ideas on what i am doing wrong?

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Its hard to tell whats wrong just from that screenshot, I'm not sure what i'm looking at? If you upload the map I'll be happy to look at it for you. Also, you might try sculpting on the terrain somewere and then saving compiling terrain. Sometimes the editor can fix things like this when it rebuilds the files.

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Its hard to tell whats wrong just from that screenshot, I'm not sure what i'm looking at? If you upload the map I'll be happy to look at it for you. Also, you might try sculpting on the terrain somewere and then saving compiling terrain. Sometimes the editor can fix things like this when it rebuilds the files.

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