[Help!] Textures and Roads

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|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

[Help!] Textures and Roads

Post by |TG-Irr|Nixon »

Hi I?ve looked around the tutorials forums and can?t find the answers to two of my questions. Could someone point me to the right tut/forum or post the answer here please!?

I am currently doing my first map so I decided to edit one of my favorite vanilla maps: operation harvest. The idea was to cut down some of the work needed for a new map and concentrate on the areas that I wanted to develop. I am done with the terrain editing and now I am ready to paint it.

1) Why can?t I change the base color of the low-resolution map?

Basically I am trying to recolor a yellow field to a gray tarmac. Things work find when it comes to high-resolution (I can see the texture change when I am zoomed in) but the tarmac stays yellow even if in the tweak menu I have selected gray.

2) Is it possible to import the compiled road mesh files and edit the splines?

I want to edit a few paths but don?t want to recreate the whole road system. Also, if I can?t redraw the lowest textures I could use Tpaint to do much of the work and then use the splines to redraw the roads textures on the ground.

Thx

Nix
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help!] Textures and Roads

Post by Rudd »

1)
you cannot change colourmaps dynamically

with detailmaps you assign locations to 1 of 6 textures, and you can change which texture are used and how whenever you please

colourmaps are different, they can only be painted over, not replaced like detailmaps. Their lack of dynamic ability like detail maps is why non-original-editor colourmaps have roads etc baked on to them, whereas the original editor files will lack those. When you save a change to the colourmaps (compiled colouranddetailmaps option in the save menu) whatever was there before is overwritten.

I suspect that you've got some kind of detailtexture selected which has some colour properties, and when you zoom our teh lowdetailtexture does not have that same property.

2)
I'm sure there is a super duper clever person around who could make a script to regenerate road files, however afaik there is no way avaliable atm
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Rhino
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Re: [Help!] Textures and Roads

Post by Rhino »

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Amok@ndy
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Re: [Help!] Textures and Roads

Post by Amok@ndy »

[R-DEV]Rudd wrote:2)
I'm sure there is a super duper clever person around who could make a script to regenerate road files, however afaik there is no way avaliable atm
talked about that with AM yesterday and he said its not possible unless EA releases the code to decompile the roadmeshes
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Rhino
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Re: [Help!] Textures and Roads

Post by Rhino »

[R-DEV]Amok@ndy wrote:talked about that with AM yesterday and he said its not possible unless EA releases the code to decompile the roadmeshes
Even then its not really possible in the way your talking about as all it is, is a mesh, no spline points or anything like the editor uses, just a mesh like a normal static object.

Your best off just doing what Outlwaz says in his tut and remake the spline points based on the old road's location on the colourmap, or better yet, just make a brand new map.
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|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

Re: [Help!] Textures and Roads

Post by |TG-Irr|Nixon »

I finally figured it out! In the tut there is no mention of putting a color texture so I just left it blank. I was still painting the details again, but the terrain in low resolution would stay the same... pretty frustrating. Now it works fine.

For the roads I guess I will need to redo the spines. To bad there is no easy wait out for that!

I really wanted to make a 4km map, but it seemed to big a task for a beginner like me. Also, I wanted a CF VS. Taliban map, but they don't have transport helos (could we say the stole from the ANA?). I've got the site, the DEM (for the terrain), imagery and also a plausible story but a 4KM insurgency map would that pass with the audit?

Anyways thanks for the help guys, much appreciated!

Nix
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help!] Textures and Roads

Post by Rudd »

I really wanted to make a 4km map, but it seemed to big a task for a beginner like me. Also, I wanted a CF VS. Taliban map, but they don't have transport helos (could we say the stole from the ANA?). I've got the site, the DEM (for the terrain), imagery and also a plausible story but a 4KM insurgency map would that pass with the audit?
Could you clarify please, because I'm really not sure what you mean :D
but they don't have transport helos (could we say the stole from the ANA?)
are you trying to say give the Taliban helis stolen from the AnA? I think that wouldn't be preferred, however I think some of us are seeing a opfor transport problem on the horizon for 4k maps, so perhaps there will be other arrangements.

beginners generally are encouraged to do a 2k map, or play around with audits for a while, but if you do start a 4k and it ends up meeting PR's quality requirements I see no reason why it wouldn't be added.
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Rhino
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Re: [Help!] Textures and Roads

Post by Rhino »

You can give the Taliban spawning advantages rather than transport advantages which is also more realistic.
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|TG-Irr|Nixon
Posts: 90
Joined: 2007-11-16 22:58

Re: [Help!] Textures and Roads

Post by |TG-Irr|Nixon »

This discussion can be continued here:
https://www.realitymod.com/forum/f354-c ... ost1605631
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