Monster Terrain tool
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Anyway, check your registry for any leftovers of a previous OF/AF/FF installation that you may have deleted. (Start -> Run -> regedit.exe)
You should be looking for [HKEY_LOCAL_MACHINE\SOFTWARE\MicroProse] key for OF/FF and something similar for AF (sorry I can’t remember it now).
If you’re not comfortable to delete it, just rename it to Microprose_2 or something and then run TerrainEditor 3.1.1. After that, it should autoupdate and then you can rename the registry key back to MicroProse if you like.
This error is occurring when the program tries to access a folder in the registry, when this folder is deleted (but the registry key is left there). It is fixed in later version of TerrainEditor.
Hope it helps,
SakisExactly what was needed! Thanks Monster sir!
Thanks again……now just wait for the noob(me) to bomb the forum with
more questions, LOLRegards and thanks
r6 -
No problem, Weapons Free and cleared to start the “bomb run”…
GU Interface….Huh,huh???..:shock:
demer
No, not yet I’m afraid…. probably, in 3-4 …
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New version 3.44!
thank you for the changes -
You are welcome….:)
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Hi Monster,
thanks for an update.
Is there any chance to have unit exporter from *.cam into some editable format (txt/csv/etc…) please?Thanks again
Luk -
And I guess you need to re-import it back into the tac file, right?
Not with TE, I’ll see if I can put together something…
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And I guess you need to re-import it back into the tac file, right?
Not with TE, I’ll see if I can put together something…
Yes, I want to reimport them back, but edited. TacEdit can export *.uni file, but this one is not editable (binary packed?).
Perhaps just something like uni2csv and csv2uni would be great. On the other hand why to bother with “uni” if your util can work standalone.
Anything is very welcomed.Thanks
Luk -
new ver.3.4.4 terrain editor good work monster …… :))))
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Hi Monster, great stuff you do there.
I like this particular part very much, because the river beds really anoyed me alot flowing over mountains.Polaks work…
before
after
Nice !
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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).