Material Maps for Battlefield 1942

By Perfectionist

Introduction

A Material Map is used in conjunction with the height map to determine Areas of Friction, Elasticity, Resistance and Damage across the Terrain to enable varied effects and realism for Surfaces touched by Vehicles and objects.The material that will be associated by the position of the color Palette that BF1942 Uses. You will find a Terrain Palette in each Level Directory texture which will contain a standard set of Palettes, this is also equivalent to the standard palette used in most image app's for 8bit grey scale.

Create a Greyscale image the same size as your height map (512x512 , 256x256).

From your height map you will then be able to determine the specific areas which need to be created with a Standard Color Palette. The below list will specify which Material is used for a Road?? Water?? Grass?? and so on, i.e. 1=Water 2=Grass 13=Sand Road.The material that will be associated by the position of the color Palette that BF1942 Uses. You will find a Terrain Palette in each Level Directory texture which will contain a standard set of Palettes.

""TerrainPalette.Pal"" & ""Palette.Pal""

Detailed listing below which i have created below which includes all the values for other material settings such as, weapons, buildings, grenades and vehicles, Which will be included in another addition. Note: The first color will be Material type 0-Default *** you use the Standard Palette to Create Custom Map Effects***


0 Default
1 Water
2 Dry Grass
3 Juicy Grass
4 Dry Dirt
5 Wet Dirt
6 Mud
7 Reserved(outside map)
8 Gravel
9 Frozen Ground
10 Dry Sand
11 Wet Sand
12 Rock Surface
13 Sand Road
14 Wet Road
15 Paved Road

Terrain Effects

Terrain / Damage / Friction / Elasticity and Resistance are all common settings for creating MaterialMap's for Battlefield 1942

Below is an example of some of the values you can change in order to define your own Material Manager settings or create perfect material maps for use with BF42 custom maps.

Example :
MaterialManager.materialDamage 30
MaterialManager.materialFriction 0.8
MaterialManager.materialElasticity 0
MaterialManager.materialResistance 0.06

These may be adjusted in order for you to add you own materials to the Material Manager.

 

Tutorial Part #1

 

Example Images

 

Note the colour's in both instances, It is very hard to select a particular area (the roadway) in the First picture, but it is very easy to select the Area in the Second Picture which is Obviously lower in colour count and the Contours stand out to your image applications (Magic Wand-Selection Tool)

Original HeightMap


MMconverted HeightMap


Perfectionist Simple Reference

The last image Above I have included 3 colored Squares explained below, I now Paint those areas with shades of Grey :

Red = [Palette Colour 51] or [R:51 G:51 B:51] or html# [333333] which ever hits you First.

Green = [Palette Colour 68] or [R:68 G:68 B:68] or html# [444444] which ever hits you First.

Blue = [Palette Colour 153] or [R:153 G:153 B:153] or html# [999999] which ever hits you First.

 

Painting your Material Map

Every part of the Map which is Painted in this Colour Grey, will then have the effects which are determined by the Material Map Manger settings in Battlefield 1942, you can also edit these values and create your own to suit your needs if required.

 

Examples

Even more simple

Painting By numbers. 6 = Mud , 12 = Rocks , 9 = Frozen

Guess what, Your a Rocket Scientist, If you use the Value of 7, That means (Outside Map), The game will give that warning you have heard a million times, " Warning You Are Leaving The Battlefield "

I hope the above extra info has helped you understand the concept and functions of the Material Map, Patience must be used as i will update many sections as i have done this. Rocket Science it is not, You can do it !!!!

 

Compiled by Perfectionist