Image Colormaps

Information and tutorials related to modding BF2.
MajorMajor
Posts: 3
Joined: 2016-07-01 12:42

Re: Image Colormaps

Post by MajorMajor »

[R-DEV]Outlawz7 wrote: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
Posts: 8
Joined: 2016-04-24 21:23

Re: Image Colormaps

Post by BadPotato555 »

ty for the tutorial :D
Last edited by BadPotato555 on 2016-10-24 17:25, edited 1 time in total.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Image Colormaps

Post by B4rr3l »

Any picture of a map with satellite picture instead of a colormap?
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: Image Colormaps

Post by CTRifle »

B4rr3l wrote: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.
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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Image Colormaps

Post by B4rr3l »

[R-DEV]CTRifle wrote: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
Posts: 11
Joined: 2016-04-24 16:23

Re: Image Colormaps

Post by Harpyslayer »

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:

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Last edited by Harpyslayer on 2017-03-16 16:29, edited 1 time in total.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Image Colormaps

Post by 3===SPECTER===3 »

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!
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Image Colormaps

Post by Rhino »

No easier way that that no. Use the BulkRenameUtility to quickly rename the files :)
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3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Image Colormaps

Post by 3===SPECTER===3 »

I'll try that thx :)
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cataly
Posts: 11
Joined: 2015-10-27 16:28

Re: Image Colormaps

Post by cataly »

B4rr3l wrote: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

Articles - cataly63 - Mod DB



And the last amazing vidéo from Heli Copter, alias Bluehawk112



thx to him :cool:
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Image Colormaps

Post by B4rr3l »

cataly wrote:Look at this !

MountainsDogfight1 Map addon - Battlefield 2 - Mod DB

Articles - cataly63 - Mod DB



And the last amazing vidéo from Heli Copter, alias Bluehawk112



thx to him :cool:
Very nice bud, might give it a remaster version at some point, still growing my HD vegetation library
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Image Colormaps

Post by Rhino »

B4rr3l wrote: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.
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B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Image Colormaps

Post by B4rr3l »

[R-DEV]Rhino wrote: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
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Image Colormaps

Post by Outlawz7 »

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.
Last edited by Outlawz7 on 2017-11-10 19:30, edited 1 time in total.
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Spyker2041
Posts: 1076
Joined: 2010-03-18 16:25

Re: [Tutorial] Image Colormaps

Post by Spyker2041 »

shribey22 wrote: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!
When I run tsplit null colorbig.tga my output looks like this
https://imgur.com/a/CqUC4yu

I have saved as tga 24 bit at 4096x4096 for a 1024x2 map

EDIT: Fixed by just starting from scratch.
Last edited by Spyker2041 on 2024-04-09 18:47, edited 4 times in total.
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