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Desertfox
2007-05-30, 04:59
Irontaxi said I should do this tutorial so I could become known throughout the project reality kingdom! So here is how to set up a image as your colormap so you can realistic layouts etc.

1 - First, back up your level just in case something goes wrong and then download TPaint from

http://tpaint.alffx.nl/

2 - Download and extract TPaint into your main level folder.

http://img178.imageshack.us/img178/7027/picture1gz1.png

3 - Make a new folder inside bf2_tpaint and named it "colormaps" without the quotes.

http://img444.imageshack.us/img444/3272/picture2co1.png

4 - For my image I will be using a unicorn.

http://img444.imageshack.us/img444/2377/unicornandfairy2qi8.th.jpg (http://img444.imageshack.us/my.php?image=unicornandfairy2qi8.jpg)

It helps to have a high quality image so when you make it bigger it is still good quality. Use the chart below to resize your image to fit your map.

256x2 = 1024x1024
512x2 = 2048x2048
1024x2 = 4096x4096
1024x4 = 4096x4096 [4KM]

5 - After its re-sized save it with the name 'colorbig' and as a .tga with 24 bits/pixels

http://img178.imageshack.us/img178/8607/picture3kh6.png
http://img178.imageshack.us/img178/4357/picture4ov8.png

6 - Now drop colorbig.tga into your level > MAP NAME > bf2_tpaint folder

http://img178.imageshack.us/img178/2702/picture5jc5.png

7 - Go to Start > Run > and type in CMD and you should see something like this.

http://img178.imageshack.us/img178/3980/picture6dw9.png

8 - Now type this in the cmd window

"CD C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\MAP NAME\bf2_tpaint

Make sure you use "\" instead of "/" and change pr_edit to the mod you are using and change MAP NAME to the name of your map ;)

9 - now type "bf2_tsplit null colorbig.tga" and it will do all the work for you.

10 - Close the cmd window and browse to "levels > your map > bf2_tpaint > colormaps"

11 - Copy the files inside that folder and drop them into "levels > your map > editor > colormaps" and overwrite.

12 - Load up your map in the editor!

Voila! Now you can have a perfect unicorn layout for your next insurgent map!

AD adds: Keep in mind the resulting image is mirrored, so if you want it to look normal, mirror it yourself first (vertically), so it looks normal in-game.

http://img178.imageshack.us/img178/1650/unicornob5.png

Thanks for rhino and irontaxi :P

Guerra norte
2007-05-30, 05:04
VERY NICE! But how do you view your entire terrain? I can't do that in the editor, it just fades away.

Desertfox
2007-05-30, 05:18
VERY NICE! But how do you view your entire terrain? I can't do that in the editor, it just fades away.

Its a 512 so its small so you can zoom out farther.

Outlawz7
2007-05-30, 06:18
You'll be my hero, Fox, if you give me a link for TPaint, that isnt broken or gives 404 error...:roll:

Desertfox
2007-05-30, 06:39
You'll be my hero, Fox, if you give me a link for TPaint, that isnt broken or gives 404 error...:roll:

The site I linked works perfectly. There is another one rocketf20 or something like that that doesn't but work but here is a direct link.

http://tpaint.alffx.nl/bf2_tpaint_v0.33.rar

Outlawz7
2007-05-30, 17:51
My hero !! *gives a hug to Desertfox* :p

Thanks :)

Desertfox
2007-05-31, 20:33
Sticky? =(

Outlawz7
2007-12-22, 11:00
I'm using this again and stuck at number 8. What do you have to type exactly in there, because it constantly b*tches, how it can't find the path to neither >CD C:\Program Files, or C:\ or whatever the heck.

Rhino
2007-12-22, 11:11
http://img267.imageshack.us/img267/2273/99635874lp0.jpg

if you dont want to do a colour map or detail map, then replace its filename with "null" and it wont split it.

ZZEZ
2007-12-22, 11:13
CD C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\MAP NAME\bf2_tpaint

Lets say my BF is on E and the map I'm working on is called Golan_Heights - it should be like:
CD E:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\Golan_Heights\bf2_tpaint

duckhunt
2007-12-22, 13:59
VERY NICE! But how do you view your entire terrain? I can't do that in the editor, it just fades away.



1. render > toggle draw fog

2. tools > options > editor engine settings > set view distance to about a 2000ish

3. render > viewdistance > editor

Rhino
2007-12-22, 14:02
duckhunt;556423']1. render > toggle draw fog

2. tools > options > editor engine settings > set view distance to about a 2000ish

3. render > viewdistance > editor

your a little late with the reply ducky :p

05-30-2007

LekyIRL
2007-12-23, 21:33
Sticky?

Outlawz7
2007-12-24, 13:41
Also, a boo boo
9 - now type "bf2_tsplit null colorbig.tga" and it will do all the work for you.

when you should type in

9 - now type "bf2_tsplit.exe null colorbig.tga" and it will do all the work for you.

Thats what caused the problems.

zangoo
2007-12-29, 03:05
what program did you use to convert the files to 24 bit .tga?

Pride
2007-12-29, 08:04
Photoshop

=Romagnolo=
2008-02-05, 16:25
1 questions...

I put the imagem from the google earth in my editor and it worked, but the image was inverted and turned over. What should I do ?

Pride
2008-02-05, 16:40
open photoshop, flip it vertically, and resave.

LekyIRL
2008-02-10, 10:53
What size should I use for a 1024x4 map?

Rhino
2008-02-10, 11:21
2048x2048, same as a 1024x2

LekyIRL
2008-02-10, 12:46
Well,I'm completly stuck.
I get this far,now what?
http://img340.imageshack.us/img340/3234/errorxl2.jpg

Rhino
2008-02-10, 13:28
C: may help.

LekyIRL
2008-02-10, 13:32
Rhino;605462']C: may help.

What do you mean?
BF2 is not installed to the C drive,it's installed on my B: drive

BloodBane611
2008-02-10, 18:51
bf2_tsplit.exe null colorbig.tga

Step 9 now.

LekyIRL
2008-02-10, 19:06
Now it tells me it can't find the path specified

BloodBane611
2008-02-11, 00:34
I went through level by level, as in:
CD C:
CD Program Files
CD etc.

That way you make sure you get each part of the path right. Anyhow, just make sure your path is right and it will work.

LekyIRL
2008-02-12, 17:49
Do I hit enter after each step or press something else?

LekyIRL
2008-02-13, 12:32
Anyone? :(

BloodBane611
2008-02-14, 01:48
Whoops, thought I posted about this. Guess not.


Anyhow, yes, you need to hit enter after each step. But as long as your path is correct, you don't need to make steps. Just type in as below after running cmd:

CD C:\Program Files\EA GAMES\Battlefield 2\mods\My_Mod\My_Level\bf2_tpaint
bf2_tsplit.exe null filename.tga

As long as your path is correct, it will work. But as far as desertfox's post goes, the .exe needs to be added to "bf2_tsplit" in step 9.

LekyIRL
2008-02-14, 08:24
After I enter the first step and hit enter it brings me right back again:
http://img150.imageshack.us/img150/1310/errorgf4.jpg

LekyIRL
2008-02-25, 17:50
Okay I fixed that problem(thanks Pride) but now it only creates the file tx00x00.dds

Chanvlan
2008-04-24, 13:13
i am really annoyed i have spent sooo long trying to get his to work but it wont, i keep getting this problem its an error message and states that bf2_split.exe has suffered an error do you want to send an error message yes/no. now this is really anoying me i have tried EVERYTHING and it will not work for me. is it possible for someone else to convert my file for me? if so i'd really appreciate it cuase i am really looking forward to making my map thnx guys THIS IS URGENT!

space
2008-05-01, 14:39
I Presume you would use this as a template to make a map rather than the actual colourmap or maybe Im wrong? Anyway I was just posting to point out some great software I "got" which could be usefull for this.
Its called stichmaps and what is does is take over google earth. You define a large area for it, and it then zooms into them all, saves the pictures and them stiches them together for you minus all the scrolbars etc. so basically you get a very large high definition picture of your chosen area - very useful ;)

Ragni<RangersPL>
2008-08-16, 20:27
I've done everything according to this tutorial but when I load up my edytor there's no change...
http://img520.imageshack.us/img520/2968/wqerwrzxx6.th.jpg (http://img520.imageshack.us/my.php?image=wqerwrzxx6.jpg)

...but there are proper looking files in colormaps directory.

Does this method works with scale 4 maps?

Couple details:
- my map size: 1024x4
- colorbig.tga texture resolution: 4096x4096
- colormaps texture resolution: 512x512 (files from tx00x00 to tx07x07)

Thanks for any help ;)

turnpipe
2008-08-16, 22:47
If your using gimp to paint with it may not make the right .dds file.
Use the program Paint.net to convert it into the proper .tga file.
If Tpaint is running properly you might have some files in the wrong folder.

Ragni<RangersPL>
2008-08-17, 09:35
OK. I've figured it out :D

space
2008-08-17, 11:37
As I mentioned stichmaps is a great program for making large high res images of an area.
Heres the link :

StitchMaps (http://www.stitchmaps.com/)

Just to explain how it works - If you have a say a 4km on google earth, then the pic res will be quite low.

http://www.stitchmaps.com/stitch_maps_screenshot1.jpg

Stitchmaps automatically zooms in on each smaller square, to get a higher resolution, and then stiches them together into one high res, big picture - minus all the icons etc.

Ive got the program so if you cant afford it I could produce one if you PM me.

badmojo420
2008-10-20, 00:15
I'm having problems getting this working. I am running vista, so maybe that is causing the problem. I follow the steps and when i go back to the editor there is no change in the terrain textures. I can get it to apply the colormap in the menus with import colormap and select colormap, but then i get runtime errors after that.

Any help would be appriciated. If you can't tell i'm new to mapping. Done a few tutorials, made a basic first map, but beyond that i know very little.

Outlawz7
2008-10-22, 13:00
Just as a reminder, if you're following the resize chart for a 1024x4 map, don't make a 8192x8912 resolution .tga picture, you probably won't be able to open it ever ever again because your PC most likely doesn't have enough RAM to do that.
I did and now I have a useless 200 Mb .tga file :( :duh:

alexandrei07
2008-10-28, 17:44
I'm having problems getting this working. I am running vista, so maybe that is causing the problem. I follow the steps and when i go back to the editor there is no change in the terrain textures. I can get it to apply the colormap in the menus with import colormap and select colormap, but then i get runtime errors after that.

Any help would be appriciated. If you can't tell i'm new to mapping. Done a few tutorials, made a basic first map, but beyond that i know very little.

I've the same problem, I followed the tutorials and my level crash, but I don't know if a low RAM problem or texture treatment (tga , GIMP).

Level link: The map is loaded but it leaves to the desk when the squadron is selected, any help!!

alt_2 - Windows Live SkyDrive (http://cid-5f66814494e11816.skydrive.live.com/self.aspx/P%c3%bablico/BF2%20Y%20MODS/LEVELS%20PRMM0809/GreatRaid/alt|_2)

cat
2008-11-03, 18:23
256x2 = 1024x1024
512x2 = 2048x2048
1024x2 = 4096x4096

If the map is sized 1024x1 it would be 2048x2048 correct?

Rhino
2008-11-04, 03:47
If the map is sized 1024x1 it would be 2048x2048 correct?

no, it would be a 4096x4096 texture, the "x1 or x2 or x4" is the scale it stretches it.

but I hear a scale of 1 (x1) is really buggy, and shouldn't be used, x2 will be better on performance.

you would only want x1 if you wanted really, really detailed terrain.

sittingduck911
2008-12-07, 09:13
i want to ad some google earth pics for creating city's and so on but i only want then to show in certain spots on my map is this possible?

sittingduck911
2008-12-08, 06:50
thanks for this tut very helpfull

Psyko
2009-03-01, 00:56
when i get to step 8 i have a problem.

The command doesnt seem to be right. My directory is xp64 so it is slightly different. but i have defenitly replicated it properly!

Anybody with XP64 care to post up an example for me? it would help me out a great deal. :D

Rhino
2009-03-01, 01:07
I personally just brows to the folder, copy the path in the address bar, open up cmd, type in "CD " then right click, and paste in the address I copied.

That should work on xp64?

9cookie_monster
2009-03-01, 01:13
when i get to step 8 i have a problem.

The command doesnt seem to be right. My directory is xp64 so it is slightly different. but i have defenitly replicated it properly!

Anybody with XP64 care to post up an example for me? it would help me out a great deal. :D

Well I my comp bf2 is on the D Drive. So i have to change to the drive first. Which is done by D: command and then CD to the directory

creepin
2009-03-01, 01:13
probably just replace the 'Program Files' with 'Program Files (x86)' as you have a 64 bit system

Psyko
2009-03-01, 01:17
yup, i had tried that, which is why its frustrating. it seems that as usual, a simple task is complicated by somthing idiotic, with a proibibly, obvious solution that i had overlooked.

VMP
2009-03-01, 05:30
I do all the steps and only get one file called tx00x00 I place it in and nothing happens the map texture is blank

Tannhauser
2009-03-08, 20:14
Does this tut work with 4km maps?

I just tried twice, following the steps exactly, and it gives me a blank checker map.

Halp please?

badmojo420
2009-03-10, 23:38
i'll post again in here, even tho you got it working tannhauser, other people might have the same problem down the road.

Make sure when you copy your color map files over, that you replace the ones in <MAPDIR>/colormap and also <mapdir>/editor/colormap

Warpig-
2009-03-11, 19:26
*edit* LOL it helps when you spell "color" right. My bad

Priby
2009-03-13, 18:48
It says bf2_tsplit.exe is a not allowed application

OkitaMakoto
2009-04-05, 07:42
For 4KM maps you have to use 4096 pixels by 4096 pixels... I missed Rhinos post in here the first time I tried...

Finally got min working... except I flipped it incorrectly :P

180 degree and vertical flip arent the same thing :P

akatabrask
2009-04-07, 00:07
hmm...is it just me or is the tpaint website down?
or do anyone else have a mirror for this because I'm unable to find it

Desertfox
2009-04-07, 00:31
hmm...is it just me or is the tpaint website down?
or do anyone else have a mirror for this because I'm unable to find it

BF2_TPaint (http://www.skribbulz.com/arooster/Tutorials/Tpaint/BF2_TPaint.htm)

Download link does not work, there is a working filefront link for it on the BFEditor forums though.

OkitaMakoto;983844']For 4KM maps you have to use 4096 pixels by 4096 pixels... I missed Rhinos post in here the first time I tried...

Finally got min working... except I flipped it incorrectly :P

180 degree and vertical flip arent the same thing :P

For helping you out, I except the words "DesertFox" or "DesertFail" painted somewhere on your map. http://img10.imageshack.us/img10/7720/emotsmug.gif

Burton
2009-10-03, 19:46
can anyone help, tried all sorts of different things, but I keep on getting this:

http://img25.imageshack.us/img25/3222/tsplitbf2tpaint.jpg

Rhino
2009-10-03, 21:02
if you look your CD didn't work...

shribey22
2009-10-05, 23:18
Im stuck on the very last part. When I type in STUFF>bf2_tsplit.exe null colorbig.tga , my result says ERROR: reading colorbig.tga .... I take it that this means I converted something in my image wrong? I can open this .tga file on numerous programs and there seems to be nothing wrong with it. Using vista if that helps anyone too...

NEVERMIND! make sure your reference pic is the right size!

Priby
2009-10-21, 22:10
My map shows up horizontally mirrored even if i redo it with a horizontally flipped image.
Do i have to delete something from my first try?

Edit: Problem solved.

can anyone help, tried all sorts of different things, but I keep on getting this:

http://img25.imageshack.us/img25/3222/tsplitbf2tpaint.jpg

Type:
E: command

than:
CD E:\Program Files...\...\...\bf2_tpaint

than:
bf2_tsplit.exe null colorbig.tga

HughJass
2009-11-26, 19:42
ok I had this working on 2km but have no idea why it does not work now.

alright, i type in CD C:\Hainan\bf2_tpaint (moved it because I have all my mod stuff on D:)
that works
then I typine in bf2_tsplit.exe null colorbig.tga
it writes some stuff, but I find no colormaps folder in the bf2_tpaint folder.

anyone?

Rhino
2009-11-26, 20:07
probaly because the file is called colourbig.tga and not colorbig.tga ;)

HughJass
2009-11-26, 20:58
Rhino;1192686']probaly because the file is called colourbig.tga and not colorbig.tga ;)

changed that, still the same.

Jonny
2009-11-26, 21:28
It doesn't create its own colormap folder, IIRC. You have to create it yourself.

You can drap and drop files into the cmd prompt to get the path, without having to type anything in. Using that alongside the 'cmd prompt here' powertoy (or whatever its called, search msdn for it if you want it) can save you a lot of typing and prevent a lot of spelling mistakes from making you have to type it again.

Dont drag the exe into the prompt then drag the file paths though, I am not sure where the working directory for Tpaint would be if you did that, and that could cause a lot of problems. You have been warned.

gazzthompson
2010-01-25, 17:38
followed the guide, but cant seem to get the cmd prompt to do anything

http://i50.tinypic.com/vdzfq0.jpg

any ideas?

got my Tpaint folder in my levels folder, got the colormap.tga in the tpaint folder, made a "colormaps" folder inside the tpaint folder . got the correct path using the above drag and drop.

Amok@ndy
2010-01-25, 17:50
the easiest way is to name the file colourbig.tga make it read-only and then just use the bf2_tpaint.exe

gazzthompson
2010-01-25, 17:52
and how do i go about using the bf2_tpaint.exe to do it?

Amok@ndy
2010-01-25, 17:55
and how do i go about using the bf2_tpaint.exe to do it?

lol watch my post above ;)

Rabbit
2010-03-31, 22:06
When I go into photoshop to adjust the pixel size I go to Image>resize>Image size.

when I get there there is a Section saying Pixel dimensions with the pixel size, But I can't resize it there. Under it it says "Document size" with 3 areas I can change being "width" "height" "resolution" and with the units of measurement there is no "pixels". Am I going to the wrong place to change the pixels or what?

doop-de-doo
2011-04-08, 02:44
Navegate to the folder where you copied Tpaint/Tsplit.

Right-click the bf2_Tsplit.exe file and select "Create Shortcut".

Right-click your new shortcut. Choose Properties.

Select the "Shortcut" tab.

In the field for "Target", at the very end of the text (after the final " symbol), add null colorbig.tga

Apply.


Run the shortcut.

Rudd
2011-04-08, 04:05
you can just set your colourmap to 4096^2 and then set it to read only, then run tpaint as normal ensuring it doesnt delete temp files.

also guys if you want to put a reference down on your terrain that you won't then have to pain over and therefore destroy...you can save your reference as a groundhemi.dds, note you don't need to vetically invert your reference for this.

the groundhemi is used to reflect light on to gameplay objects, but until your map is ready for public consumption you can use it how I like to use it.

Take your reference, be it a map or whatever and set it to 1024^2 then save it as a 32bit 8,8,8,8 1/1 mip maps. put it in your main map folder.

Then load up your map, click render, hemimap mode, BAM! there's your reference.

redstorm
2011-04-10, 22:23
very nice !!!

arjan
2011-06-14, 15:50
http://www.plaatjesupload.nl/bekijk/2011/06/14/1308048852-690.jpg (http://www.plaatjesupload.nl/bekijken/3907223.html)

Im getting this, any ideas what I'm doing wrong?

Rhino
2011-06-14, 16:08
If your trying to follow this tut, your not following it correctly and your using tpaint instead of tsplit...

If your problem isn't related to this tut, asking why oyur colourmap looks odd its because you've checked "mirror colour texture" which is why you have that odd mirror effect...

Rudd
2011-06-14, 16:20
if your having trouble with tsplit just make your reference teh colourbig.tga set as READ ONLY at resolution 4096x4096 and run t-paint and it'll paint that image into the images, remember to flip the image vertically

arjan
2011-06-14, 17:35
Thanks, it works now.
But I have no clue how I did it, hah.

Rhino
2011-06-14, 17:39
The read only way stops tpaint from making its own image (which you showed above) but I wouldn't encourage the read-only way personally since while its less confusing in the short run, its more confusing in the long run and you don't really understand how the program works, + you spend a bit longer doing the task than you would using tsplit directly :p

Rudd
2011-06-14, 17:48
People's brains work in different ways :) I can do both, but I prefer the read only way.

arjan
2011-06-14, 18:45
Haha, well.. I managed to get this thing working in the past as well but I always find out by accident I got it working so never know how to do it. :p

So I guess I make the picture the right size and get it read only.. xD

ZondaX15
2011-11-25, 22:01
Every time I open my map in the editor after replacing the colormap files, the texture is still that white checkerboard thing.
I've read through this thread, saw this problem about 3 times, and they managed to fix it by themselves, whithout saying how they did it.
Anyway, I have opened each of the files in Photoshop, and they are all correct. Its only in the editor they don't work.

Any ideas?

Rudd
2011-11-25, 22:02
have you copied the colourmap folder from the bf2_tpaint folder to your editor folder?

ZondaX15
2011-11-25, 22:07
As in my bf2editor folder in the root BF2 directory? Or like to my map folder?

Rudd
2011-11-25, 22:20
editor folder inside the map folder

ZondaX15
2011-11-25, 22:58
It worked, thanks Rudd :)

Pvt.LHeureux
2011-12-09, 17:04
I need help. I did all what was said, the only problem is that the image is only on one part of my map (2km).

Also when doing the CMD thing, it ended up that I only had one .dds file, called tx00x00.dds


I did the rezise like mentioned 512x512 for a 2km map.

Rhino
2011-12-09, 17:49
fr a 2km map its a 4096^2 image, as per the OP:
256x2 = 1024x1024
512x2 = 2048x2048
1024x2 = 4096x4096
1024x4 = 4096x4096 [4KM]

I can see how it could be a little confusing as it dosen't state which one is map size and which is pixels, but a 2km map is a 1024x2 map.

Pvt.LHeureux
2011-12-09, 17:51
Oh now I see, the small numbers are the scale. Make sense now, thanks for the help Rhino, sorry for the other thread.

Pvt.LHeureux
2011-12-09, 18:19
Oops, got a new problem now. Now it take 1/4 of the map, I really don't know why, my map is 2km wide. I guess I'll just have to make the image 8192 x 8192 now?

EDIT : No, still have the problem, only 1/4 of the map is covered by the image :(

Rudd
2011-12-09, 19:12
do it my way instead if ur having trouble

if you want to put a reference down on your terrain that you won't then have to pain over and therefore destroy...you can save your reference as a groundhemi.dds, note you don't need to vetically invert your reference for this.

the groundhemi is used to reflect light on to gameplay objects, but until your map is ready for public consumption you can use it how I like to use it.

Take your reference, be it a map or whatever and set it to 1024^2 then save it as a DTX1 - 1 mip map. put it in your main map folder called groundhemi.dds

Then load up your map, click render, hemimap mode, BAM! there's your reference

Pvt.LHeureux
2011-12-09, 19:36
Isn't that the point of a reference to paint over it and destroy it? Do you mean that with your method it's only visible in hemimap mod?

Pvt.LHeureux
2011-12-09, 20:12
Rudd;1705378']
Take your reference, be it a map or whatever and set it to 1024^2 then save it as a DTX1 - 1 mip map. put it in your main map folder called groundhemi.dds


I don't have this format with GIMP

Rhino
2011-12-09, 20:33
GIMP may be your issue as to why its not working in the method this tut suggests.

Pvt.LHeureux
2011-12-09, 20:47
Any other software than PS could do the work?

EDIT : alright I'll try PS

EDIT 2 : Did the same thing with PS, not working, only covers 1/4 of the map, I really don't know why. Followed all the steps. Going to try with a new map.

EDIT 3 : Tried a new map, did exactly what was told, now I don't see the image at all.

Pvt.LHeureux
2011-12-11, 10:24
Rudd;1705378']do it my way instead if ur having trouble

if you want to put a reference down on your terrain that you won't then have to pain over and therefore destroy...you can save your reference as a groundhemi.dds, note you don't need to vetically invert your reference for this.

the groundhemi is used to reflect light on to gameplay objects, but until your map is ready for public consumption you can use it how I like to use it.

Take your reference, be it a map or whatever and set it to 1024^2 then save it as a DTX1 - 1 mip map. put it in your main map folder called groundhemi.dds

Then load up your map, click render, hemimap mode, BAM! there's your referenceTHANK YOU SO MUCH! That worked! I just had to download a plugin for GIMP here : gimp-dds-win32-2.0.9.zip - gimp-dds - gimp-dds 2.0.9 (Windows 32-bit binaries) - A plugin for GIMP that provides support for the DDS image format - Google Project Hosting (http://code.google.com/p/gimp-dds/downloads/detail?name=gimp-dds-win32-2.0.9.zip)

Rhino
2011-12-11, 11:02
EDIT 3 : Tried a new map, did exactly what was told, now I don't see the image at all.

sounds to me that your not following the tut correctly like putting your colourmap/detail map files into the complied folders, rather than into the editor folders.

MajorMajor
2016-07-01, 12:50
Sorry for posting in a dead thread, but I've come across a problem while following this tutorial. I went through all the steps mentioned and copied the "colormaps" folder from the bf2_tpaint folder into the levelname/BF2Editor folder, but when I load the level ingame I see the deafult checkerboard texture.

Outlawz7
2016-07-07, 14:27
levelname/BF2Editor folder

You mean 'levelname/editor' folder?

MajorMajor
2016-07-08, 15:29
Outlawz7;2137024']You mean 'levelname/editor' folder?

Both, for some reason. I don't know how the BF2Editor one got created but it's there. :???:

I pasted the colormaps that tsplit created into the levelname/Colormaps, levelname/Editor/Colormaps and levelname/BF2Editor/Colormaps.

Outlawz7
2016-07-08, 16:18
There should only be levelname/editor

MajorMajor
2016-07-09, 06:19
Outlawz7;2137165']There should only be levelname/editor

True, I deleted the other folders and the map loads just fine.

I still don't understand, however, why the editor doesn't load my colourmap even though the dds files are located in the correct folder.

BadPotato555
2016-10-20, 15:41
ty for the tutorial :D

B4rr3l
2017-02-10, 15:13
Any picture of a map with satellite picture instead of a colormap?

CTRifle
2017-02-10, 16:24
Any picture of a map with satellite picture instead of a colormap?

Dont quite get what youre asking.. you can use any pic you want, man of of use google earth pictures as the colormap.

B4rr3l
2017-02-11, 05:19
CTRifle;2157071']Dont quite get what youre asking.. you can use any pic you want, man of of use google earth pictures as the colormap.

I got that, but have never seen a map like that, every bf2 map I've saw was using painted colormaps.

Harpyslayer
2017-03-16, 15:35
I'm stuck at this point.

8 - Now type this in the cmd window

"CD C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\MAP NAME\bf2_tpaint

Make sure you use "\" instead of "/" and change pr_edit to the mod you are using and change MAP NAME to the name of your map

9 - now type "bf2_tsplit null colorbig.tga" and it will do all the work for you.

10 - Close the cmd window and browse to "levels > your map > bf2_tpaint > colormaps"

11 - Copy the files inside that folder and drop them into "levels > your map > editor > colormaps" and overwrite.

When I look on "levels > your map > bf2_tpaint > colormaps" The folder is empty :( I check the folders within my level and I see that new files have been created in the folders "colormaps" and "detailmaps" (tx00x00.dds; tx00x01.dds; tx01x00.dds; tx01x01.dds) without the image that I had chosen :(
I do not understand why the cmd does not create the files inside the folder "bf2_tpaint":confused:

https://k60.kn3.net/909983347.jpg
https://k61.kn3.net/D81FE0619.jpg

3===SPECTER===3
2017-07-11, 04:29
This is the only thread I know about that describes the bf2_tsplit command. If it's in the wrong section let me know.

So the syntax is; bf2_tsplit [detailmap] [colormap].

When I split my image of the detailmap, it always splits the files into tx00x01_1.dds, tx00x02_1.dds, etc...

Is there a way to split the files into tx00x01_2.dds, tx00x02_2.dds, etc...? Currently to add a detailmap from photoshop, I am "tsplitting" 2 seperate detail maps and then renaming half of the files to _2.dds. I want to know if there's an easier way to do this.

Hope someone can help. Thanks!

Rhino
2017-07-11, 05:01
No easier way that that no. Use the BulkRenameUtility to quickly rename the files :)

3===SPECTER===3
2017-07-11, 18:34
I'll try that thx :)

cataly
2017-08-05, 15:42
I got that, but have never seen a map like that, every bf2 map I've saw was using painted colormaps.

Look at this !

MountainsDogfight1 Map addon - Battlefield 2 - Mod DB (http://www.moddb.com/games/battlefield-2/addons/mountainsdogfight1-map)

Articles - cataly63 - Mod DB (http://www.moddb.com/members/cataly63/articles)

bypt7Cc5hbo

And the last amazing vidéo from Heli Copter, alias Bluehawk112

XuEnzoBkTI8

thx to him :cool:

B4rr3l
2017-08-07, 01:29
Look at this !

MountainsDogfight1 Map addon - Battlefield 2 - Mod DB (http://www.moddb.com/games/battlefield-2/addons/mountainsdogfight1-map)

Articles - cataly63 - Mod DB (http://www.moddb.com/members/cataly63/articles)

bypt7Cc5hbo

And the last amazing vidéo from Heli Copter, alias Bluehawk112

XuEnzoBkTI8

thx to him :cool:
Very nice bud, might give it a remaster version at some point, still growing my HD vegetation library

Rhino
2017-08-07, 13:06
I got that, but have never seen a map like that, every bf2 map I've saw was using painted colormaps.

That's because the biggest problem with using satellite images (actually aerial photos stitched together) is because they have the shadows in them (as well as all the buildings, trees etc), where for a game map colour texture, you don't want any shadows on them as the shadows are cast by the objects/lightamaps on the map, and as such, you just get a load of fake shadows everywhere that do not mix at all well with proper object shadows.

That Mountains map posted might not look too bad when you're flying up high over the terrain from a distance because that is where the actual images were taken from in real life. But as soon as you get close to the terrain, or worse are walking on it, all the fake shadows and trees/buildings etc on the colour map just look awful and they will look worse again if you actually mix them with 3D trees/buildings/objects and their shadows too.

There are ways of editing these images to remove their shadows and all the objects on them etc but it requires a lot of work by hand, and tbh, you're better off using a decent terrain painting tool to paint the terrain from scratch and then make adjustments to that by hand than trying to fix up aerial photos :p
But things like open, flat fields with no shadows from objects in them can be very useful to transplant into a colour texture as no painting tool can paint in all the where you get from tractors, animal movements (including things like rabbit tracks etc, not just where cows have churned up the mud at gateways etc) but getting it to blend in with your normal colour maps can be tricky too, but can be worth it.

B4rr3l
2017-08-16, 13:36
Rhino;2170492']That's because the biggest problem with using satellite images (actually aerial photos stitched together) is because they have the shadows in them (as well as all the buildings, trees etc), where for a game map colour texture, you don't want any shadows on them as the shadows are cast by the objects/lightamaps on the map, and as such, you just get a load of fake shadows everywhere that do not mix at all well with proper object shadows.

That Mountains map posted might not look too bad when you're flying up high over the terrain from a distance because that is where the actual images were taken from in real life. But as soon as you get close to the terrain, or worse are walking on it, all the fake shadows and trees/buildings etc on the colour map just look awful and they will look worse again if you actually mix them with 3D trees/buildings/objects and their shadows too.

There are ways of editing these images to remove their shadows and all the objects on them etc but it requires a lot of work by hand, and tbh, you're better off using a decent terrain painting tool to paint the terrain from scratch and then make adjustments to that by hand than trying to fix up aerial photos :p
But things like open, flat fields with no shadows from objects in them can be very useful to transplant into a colour texture as no painting tool can paint in all the where you get from tractors, animal movements (including things like rabbit tracks etc, not just where cows have churned up the mud at gateways etc) but getting it to blend in with your normal colour maps can be tricky too, but can be worth it.


interesting point. Have a look at Machuu Pichu in google earth

Outlawz7
2017-10-26, 19:29
To continue on the original tutorial in first post, there is a simpler way to split your colormap without using CMD.

Save your texture as colourbig.tga (the pixel size to map size thing mentioned in first post applies), make it read only (this is vital), place it in your TPaint folder and run TPaint. TPaint will split the read-only colormap instead of creating its own.