Image Colormaps

Information and tutorials related to modding BF2.
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Image Colormaps

Post by Desertfox »

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.

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

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

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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

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

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

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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.

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Thanks for rhino and irontaxi :P
Last edited by AfterDune on 2015-11-22 17:33, edited 4 times in total.
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Guerra norte
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Joined: 2006-07-19 17:37

Post by Guerra norte »

VERY NICE! But how do you view your entire terrain? I can't do that in the editor, it just fades away.
Desertfox
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Joined: 2006-08-15 06:41

Post by Desertfox »

Guerra norte wrote: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.
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Outlawz7
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Post by Outlawz7 »

You'll be my hero, Fox, if you give me a link for TPaint, that isnt broken or gives 404 error... :roll:
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

Outlawz wrote: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
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Outlawz7
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Post by Outlawz7 »

My hero !! *gives a hug to Desertfox* :p

Thanks :)
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Desertfox
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Post by Desertfox »

Sticky? =(
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Outlawz7
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Post by Outlawz7 »

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.
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Rhino
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Post by Rhino »

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

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
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Post by duckhunt »

Guerra norte wrote: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
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Post by Rhino »

[R-DEV]duckhunt wrote: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
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LekyIRL
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Post by LekyIRL »

Sticky?
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[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
Outlawz7
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Post by Outlawz7 »

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.
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zangoo
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Joined: 2007-09-01 03:42

Post by zangoo »

what program did you use to convert the files to 24 bit .tga?
Pride
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Post by Pride »

Photoshop
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
=Romagnolo=
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Post by =Romagnolo= »

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 ?
Last edited by =Romagnolo= on 2008-02-05 17:34, edited 1 time in total.
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Pride
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Post by Pride »

open photoshop, flip it vertically, and resave.
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
LekyIRL
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Post by LekyIRL »

What size should I use for a 1024x4 map?
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[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
Rhino
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Post by Rhino »

2048x2048, same as a 1024x2
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