https://wiki.beyondunreal.com/w/index.php?action=history&feed=atom UE2:Exporting heightmaps - Revision history 2017-11-18T07:53:13Z Revision history for this page on the wiki MediaWiki 1.25.1 https://wiki.beyondunreal.com/UE2:Exporting_heightmaps?diff=34593&oldid=prev Wormbo: /* Export via UTPT and G16ed */ added image captions and mentioned why format=10 2009-07-28T10:23:17Z <p>‎<span dir="auto"><span class="autocomment">Export via UTPT and G16ed: </span> added image captions and mentioned why format=10</span></p> <table class='diff diff-contentalign-left'> <col class='diff-marker' /> <col class='diff-content' /> <col class='diff-marker' /> <col class='diff-content' /> <tr style='vertical-align: top;'> <td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td> <td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:23, 28 July 2009</td> </tr><tr><td colspan="2" class="diff-lineno" id="L6" >Line 6:</td> <td colspan="2" class="diff-lineno">Line 6:</td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Export via UTPT and G16ed==</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==Export via UTPT and G16ed==</div></td></tr> <tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Image:UTPT-ExportTree-ContextMenu.png|right|thumb]]</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Image:UTPT-ExportTree-ContextMenu.png|right|thumb<ins class="diffchange diffchange-inline">|Pop-up menu of the Texture object with the &quot;Analize Raw Object&quot; entry.</ins>]]</div></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If the game doesn't support texture export, you can try using [[UTPT]] and [[G16ed]] to extract the raw texture data of the height map. Unfortunately UTPT does not support G16 texture export, but it will help finding the parameters for G16ed's RAW import:</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>If the game doesn't support texture export, you can try using [[UTPT]] and [[G16ed]] to extract the raw texture data of the height map. Unfortunately UTPT does not support G16 texture export, but it will help finding the parameters for G16ed's RAW import:</div></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Open the package containing the height map (usually the map file itself) in UTPT.</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Open the package containing the height map (usually the map file itself) in UTPT.</div></td></tr> <tr><td colspan="2" class="diff-lineno" id="L12" >Line 12:</td> <td colspan="2" class="diff-lineno">Line 12:</td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Right-click on its entry in the list and select &quot;Analize Raw Object&quot;. [sic] A hexeditor-like view should open.</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Right-click on its entry in the list and select &quot;Analize Raw Object&quot;. [sic] A hexeditor-like view should open.</div></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#In that view's menu select Format -&gt; Auto format. UTPT now auto-formats the raw texture data by interpreting the data and adding background colors to th various fields. You don't need to worry what most of the field actually mean.</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#In that view's menu select Format -&gt; Auto format. UTPT now auto-formats the raw texture data by interpreting the data and adding background colors to th various fields. You don't need to worry what most of the field actually mean.</div></td></tr> <tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>#[[Image:UTPT-Raw-Property.png|right|thumb]]Hover your mouse over the various fields marked with gray background to find the property '''Format''' and check its value. It should be '10', meaning 16 bit grayscale. If it's a different value, you can skip the remaining steps and just export the height map directly with UTPT.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>#[[Image:UTPT-Raw-Property.png|right|thumb<ins class="diffchange diffchange-inline">|The &quot;Format&quot; property with a byte value of 10&lt;sub&gt;dec&lt;/sub&gt;.</ins>]]Hover your mouse over the various fields marked with gray background to find the property '''Format''' and check its value. It should be '10'<ins class="diffchange diffchange-inline">, which stands for [[UE2:BitmapMaterial (UT2004)#ETextureFormat|ETextureFormat.TEXF_G16]]</ins>, meaning 16 bit grayscale. If it's a different value, you can skip the remaining steps and just export the height map directly with UTPT.</div></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Next find the fields '''USize''' and '''VSize''' (not UBits and VBits) and note their values as the height map's X and Y dimension respectively.</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Next find the fields '''USize''' and '''VSize''' (not UBits and VBits) and note their values as the height map's X and Y dimension respectively.</div></td></tr> <tr><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Select the first byte of the large yellow data block labeled '''MipMapData'''.</div></td><td class='diff-marker'>&#160;</td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>#Select the first byte of the large yellow data block labeled '''MipMapData'''.</div></td></tr> </table> Wormbo https://wiki.beyondunreal.com/UE2:Exporting_heightmaps?diff=34081&oldid=prev Wormbo: how to export height maps using UTPT, G16ed and Windows Calculator ;-) 2009-03-01T11:28:57Z <p>how to export height maps using UTPT, G16ed and Windows Calculator ;-)</p> <p><b>New page</b></p><div>[[Unreal Engine 2]] games store [[terrain]] height maps as grayscale images with 16 bits per pixel. To port terrain to a different game or to edit the height map in an external application, you need to export the terrain height map first. The result will be a 16 bit [[wp:Windows Bitmap|Windows Bitmap]] file that needs to be edited in special applications, such as [[G16ed]]. Almost no regular image manipulation tool supports 16 bit grayscale images, some interpret it as 16 bit color image, some reduce the color range to 8 bit.<br /> <br /> ==Export via UnrealEd==<br /> {{sectstub|Link to general texture export page}}<br /> If the game supports it, you can use the [[UnrealEd 3]] or [[BatchExportCommandlet]] that comes with the game to export the height map texture as BMP.<br /> <br /> ==Export via UTPT and G16ed==<br /> [[Image:UTPT-ExportTree-ContextMenu.png|right|thumb]]<br /> If the game doesn't support texture export, you can try using [[UTPT]] and [[G16ed]] to extract the raw texture data of the height map. Unfortunately UTPT does not support G16 texture export, but it will help finding the parameters for G16ed's RAW import:<br /> #Open the package containing the height map (usually the map file itself) in UTPT.<br /> #Browse the Export Tree or Export Table to find the height map texture.<br /> #Right-click on its entry in the list and select &quot;Analize Raw Object&quot;. [sic] A hexeditor-like view should open.<br /> #In that view's menu select Format -&gt; Auto format. UTPT now auto-formats the raw texture data by interpreting the data and adding background colors to th various fields. You don't need to worry what most of the field actually mean.<br /> #[[Image:UTPT-Raw-Property.png|right|thumb]]Hover your mouse over the various fields marked with gray background to find the property '''Format''' and check its value. It should be '10', meaning 16 bit grayscale. If it's a different value, you can skip the remaining steps and just export the height map directly with UTPT.<br /> #Next find the fields '''USize''' and '''VSize''' (not UBits and VBits) and note their values as the height map's X and Y dimension respectively.<br /> #Select the first byte of the large yellow data block labeled '''MipMapData'''.<br /> #At the bottom of the raw analysis view there should be a label reading &quot;Offset in Package: 0x...&quot;, the value after &quot;0x&quot; is the height map data's start offset in the package file in [[wp:hexadecimal|hexadecimal]] notation.<br /> Now you're ready to extract the height map with G16ed:<br /> #Select File -&gt; Import -&gt; RAW data... from G16ed's menu.<br /> #Enter path and file name (with extension) of the package file in the '''File''' field or select it through the &quot;...&quot; button.&lt;br/&gt;Note that the open file dialog assumes the file extension &quot;raw&quot; by default. Just enter &quot;*.*&quot; in the file name field there and press enter to see all files.<br /> #Leave '''Bits per pixel''' at 16 and '''Byte ordering''' at &quot;Little-endian (Intel)&quot;<br /> #Enter the height map dimensions you found with UTPT as the '''Width''' (USize) and '''Height''' (VSize)<br /> #Enter the '''Data start offset''' in [[wp:decimal|decimal]] notation. You can use e.g. the Windows Calculator to convert the value:<br /> ##Switch to scientific mode (menu View -&gt; Scientific)<br /> ##Switch to hexadecimal mode (press F5 or click on ''Hex'')<br /> ##Enter the hexadecimal value<br /> ##Switch to decimal mode (press F6 or click on ''Dec'')<br /> ##Copy/paste or manually enter the displayed decimal value in G16ed<br /> <br /> [[Category:Mapping tutorials|{{PAGENAME}}]]</div> Wormbo