Monster Terrain tool
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Thanks guys. Kudos to Polak and of course many other talented guys as well for their inspired work.
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Hi,
This thread is good place to ask some question related to terraforming.Before, let me say that very best KUDOS to Monster who not only created his true wonder editing tool , but what perhaps what is more important, is continually updating and improving it by listening to suggestions and comments.
No wonder that EMF Project looks as good as it looks because they are using and they are being supported by Monster and his tools.
Now to the question I wanted to ask all and particulary Lukas, who on the other forum suggested using RAW merger of L2 and O2 files. I would like to explore potential of hand editing heightmap for the purpose of the river and road valleys and possibly other uses. So the question is how the merger of L2 and O2 can be accomplished?
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First of all, thanks Polak for the king words,
Extract Terrain Components”, in “Components” the “[e] Elevation Data” and in “LODs” the “LOD 2” option. Then you specify a folder to save the data and hit “Run”.In the folder you specified, a file called “theater.e2” will be created. You can open it with Photoshop, with the “Open As…” command, selecting “Photoshop RAW” as type. In the dialog displaying RAW settings, you should select “Dimensions: 1024x1024” (or whatever size the theater is) and in “Channels” should be “Count:1, 16bit, IBM PC”.
Remember, each pixel in this image is one tile and its intensity is the height (black=0). Save the image when you’re done and then using “ModTerrain GUI” you can import the elevation data back to L2 (same procedure, except in “Commands” you should select “Import Terrain Components”). The “Input Folder” should contain the file you edited and it should be named “theater.e2” (not theater.raw as photoshop likes to rename it).
Keep in mind that since ModTerrain is not part of TE (it’s an external tool that reads and writes to L files independently), you must unload the theater and reload it to see the changes.
Hope it helps.
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Thank you Sakis.
This is very example why I am so much excited about this Terran Editor. Not knowingly one asks the question and the answer to it is right there. Possibly infinite potential there! -
Remember, each pixel in this image is one tile and its intensity is the height (black=0).
:shock: wow, that opens up a new level of design.
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I agree with you A.S but I’m afraid is a little complicated. The data saved in the e2 file are the elevation data as short integers (16 bits length) but photoshop converts the to grayscale values (0%-100%). I’m not sure if saving the file in photoshop would make sense to Falcon afterwards.
All I’m saying is, it must be tested and when a successful test is done, a method to achieve this should be written down.
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I agree with you A.S but I’m afraid is a little complicated. The data saved in the e2 file are the elevation data as short integers (16 bits length) but photoshop converts the to grayscale values (0%-100%). I’m not sure if saving the file in photoshop would make sense to Falcon afterwards.
All I’m saying is, it must be tested and when a successful test is done, a method to achieve this should be written down.
I used the above posted technique successfully more then year ago - it was the first day your util was released. It works, contemporary Phshop versions are able to edit 16bit images.
I flattered few lakes. Lately I have stitched 2raws into one etc. The import back to L2 was ok. I was also thinking about river editing and mountain sharpening…
Luk
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note: lately I tried to combine tiling informations as well. The first try was messy due to the bad raw settings ( but with MAC bit order it worked
http://tactical.nekromantix.com/forum/viewtopic.php?f=26&t=22353&start=120
Luk
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Hey Luk, I must be getting older and my memory doesn’t serve me as good as it used to
Nice to hear that everything worked ok with the elevation data and photoshop. Very nice work.
Sakis
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Only starting from Photoshop CS2 it included 16bit format manipulation features. I do remember reading an article about it here:
http://www.terrainmap.com/
go to articles.
It is a lots of information contained here, but some of you may find helpful and interesting. -
As a heads up….
New version 3.4.5 has an ability to load background map into Terrain preview which makes now terrain editing much more precise as long as background map is properly coordinated with DEM outline (not too hard).
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@RAM22:
Messing with ITO2 still…… Fix the missing paths!!!;)
RAM22
He will get it eventually……just need to explain it…ala AB Level’s…
Dave
Thank’s Monster,Can’t wait to see what the new Objective Lab has in store…
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Thanks guys,
@demer, I probably should not say this :D, but I’m looking into units right now, so that’s why I rearranged the controls in Objective window, to make room for the units controls.
Right now, some bug fixing is necessary so don’t expect anything big in the next update.
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Now to the question I wanted to ask all and particulary Lukas, who on the other forum suggested using RAW merger of L2 and O2 files. I would like to explore potential of hand editing heightmap for the purpose of the river and road valleys and possibly other uses. So the question is how the merger of L2 and O2 can be accomplished?
I just realized - i did not reply to this demand at all.
On the 2nd page of this thread, there is a setting for elevation raw import:
http://tactical.nekromantix.com/forum/viewtopic.php?f=26&t=22353&start=40@Luk:
I tried to export 256seg L2 file elevation to external file.
It worked fine, I have got raw “theater.e2” file. I renamed it and imported into the Photoshop as 1 channel, 16-bit, 0-header 4096x4096 image. I did some changes etc. I saved the result as raw file again (the same settings). It is exactly the same in size as previously exported “e2” file (33 554 432). I changed the extension to “raw” then.Note: when working with highmap I had to use windows bit order to get clear result (MAC order produced messy result), but when working with tile information raw, I had to use MAC bit order (window bit order was messy).
There is also Monster’s reply howto set command line parameters for import (if graphical UI not used). I used to have problems to run full program, because of registry settings. With fully funkcional program the e2 import is pretty easy.
Luk
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There is also Monster’s reply howto set command line parameters for import (if graphical UI not used). I used to have problems to run full program, because of registry settings. With fully funkcional program the e2 import is pretty easy.
Hi Luk,
exactly… thanks to Monster’s TE now there is very easy way to export hightmap. Thanks for remembering my question.I shall only add that height maps are sometime very important to register properly other maps in Terrain Preview window. (this is JUST in connection and in regards to this newly added in 3.4.5 feature of having pictures in Terrain Preview).
When there are only landmasses around and no clear outline of sea or ocean shorelines, then only river valleys and lakes from height map could be a only good visual reference, according to which, you can coordinate or register properly other maps. It is all coming together nicely!Please do not hesitate to ask if interested and what I have said above is maybe unclear.
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Thanks guys,
@demer, I probably should not say this :D, but I’m looking into units right now, so that’s why I rearranged the controls in Objective window, to make room for the units controls.
Right now, some bug fixing is necessary so don’t expect anything big in the next update.
:woohoo:
Thank’s Bro’……!!!
demer
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Already new version 3.4.6 available !:headb:
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What is the purpose and intent of this change???
*Two proposed values were added next to the spotted field in Objective details.
Setting the first value in the spotted field indicates that the objective is spotted
and setting the second value indicates the objective is identified as well. These values
are derived from the team the objective belongs to.RAM22
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Geraki,
can you change topic name “Monter” to “Monster”? call attention to each visit :wfish: