This tutorial was written for editing textures that are auto-generated using Battlecraft 1942 editor when you use the GENERATE SURFACE MAPS function of the editor.
Tools used for this tutorial:
• Battlefield 1942 (obviously you need the game)
• Battlecraft 1942
• Adobe Photoshop 7.0 (older versions may differ slightly using certain tools, and possibly features)
• DDS Plugin for Photoshop (download here) only 200kb
• TGA Splitter (download here) only 17kb
First thing you want to do, is make sure you have generated the surface maps (textures) for editing.
ATTENTION: You do not want to edit the DDS files in the Textures folder inside your RFA, you can, but you're wasting your time.
This tutorial is broken down into the following steps:
Photoshop ready to paint textures using the Pattern Stamp Tool
• Preparing One Large Image to edit in Photoshop
• Painting Textures using the Pattern Stamp Tool on your prepared image
• Splitting the Large Image back into individual smaller images
• Final Step To See Your Edited Textures In Your Map
Find out how many of the texture files you have first. Should be either 16 or 64. Open one, find out how big the image dimensions are (Image > Image Size). Lets say your image size for each texture file is 1024 x 1024 pixels and you have 64 texture files. They are in rows of 8 by 8, so you take 1024 and multiply that by 8, which will give you 8192. Create a new image with the size of 8192 x 8192. This is going to be one big ass image, so make sure your system has enough memory to perform this task, 512 MB should be sufficient. But be aware that once you make changes and save when you're done, it can take up to a few minutes, even with simple things such as moving around the large image. Myself, I use 1280 MB of DDR memory with a Dual Processor system, so things pretty much fly right along.
• Getting Photoshop ready to paint textures using the Pattern Stamp Tool •
Open Windows Explorer ( Ctrl+E )
Browse to the directory you installed Battlecraft 1942 into and look for the TextureSets folder.
default install path is: C:\Program Files\Battlecraft 1942\TextureSets\
Now, open the Default folder, this will contain the default textures, such as Wet Grass, Dry Grass, etc.
You'll find the 15 BMP images we'll be defining as Patterns in Photoshop.
Highlight 2.BMP and drag it into Photoshop.
Use the RECTANGULAR MARQUEE TOOL and outline the whole texture like you see in the image below.
Then select Edit > Define Pattern, as shown in the image below:
Name the Pattern Dry_Grass, as shown in the image below:
Just repeat this for each texture, naming the pattern what it is named in the list below. So, you're gonna drag 3.BMP into photoshop, outline it using the rectangular marquee tool and select Edit > Define Pattern, and name it Wet_Grass.
Texture=0,Default,0.bmp (Same as Texture 3, so
Don't Need This One)
Texture=1,Water,1.bmp (Don't Need This One)
Once your all done, you can repeat this same process with the textures in the Desert & Snowy folders in the TextureSets folder of Battlecraft, but give them different names, such as Snowy_Wet_Grass, etc. The same texture names shown in the list above apply to both these Snowy and Desert texture sets.
You can even use any other texture you may have, in any image format that Photoshop can open and do the same.
• Preparing One Large Image to edit in Photoshop •
The best thing to do, is to make one large image to edit your textures with. This aids in the aligning of textures such as roads that spread from one of the texture tiles to the other. After you're all done, it'll be easy to split back up with TGAsplitter.
I'll be using my SOC_Pearl_Harbor map as example for this tutorial.
Open Photoshop, if you don't have it already.
Browse to your main Battlefield install directory. Inside you should find a ShadowWork folder. If you don't have it, chances are you haven't generated any terrain shadows, so do that. In the ShadowWork folder you'll find a folder or folders with the names of your custom maps. Open your map folder name and inside you'll find two folders, you'll find all your textures inside the textures folder respectively.
Example Directory Where You'll Find Your ShadowWork for your custom maps.
EA GAMES\Battlefield 1942\ShadowWork\Bf1942\levels\SOC_Pearl_Harbor\textures
Now you'll notice there are two of every file, only one differs in the filename slightly. You want to edit only the ones that are name Tx00x00.tga, Tx00x01.tga, etc. (The ones that are named like: Tx00X00_lgt.tga contain the lightmaps that are merged with the textures you are now going to edit, so leave these alone).
Drag one into Photoshop, check the image size. ( Image
> Image Size )
It should be 1024 x 1024 pixels.
See how many of the texture files you have all together. You'll either have 16, 32 or 64. If its a 256x256 map, you should only have 16 total. My map is 512x512, and I have 64 total texture files, don't ask me why its not 32 for a 512 map, when its only 16 for a 256 size map.
Anyhow, if you have 16 total texture files (not including the ones that have _lgt in them), you'll take 1024 and multiply that by 4, which gives you 4096. With a 256x256 map, the texture tiles are laid down in 4 rows of 4. Unlike a 512x512 map, which has 64 texture tiles laid down in 8 rows of 8.
UPDATE ***07-19-03*** You can download a Photoshop ready file already sized and set with snap guides to make it really easy for you to drag your files and have them lined up properly.
Drag one of the files into Photoshop (Tx00X00.tga). Should look like this:
Now, in Photoshop, use the Move Tool, right next to the Rectangular Marquee Tool and click on the texture tile you just dragged in, and drag it into the large image you created. Then drag the rest in, and line em up. For my map, I'm not starting with the Tx00x00.tga, but you will want to, and put it in the top left like so:
Then continue on and drag the next file, Tx00x01.tga and place it right under the first one. Tx01x00.tga will start at the top of the second row from left to right, Tx02x00.tga will start at the top of the third row, etc, etc.
I have placed TEXT over the image below to show ya how the layout system works. It is a bit larger and more tiles with the 8192x8192 image respectively.
Snap all the images in their proper location by dragging them to their place. Once you have all the images in the large image, flatten the image ( Layer > Flatten Image ).
Then, flip the image Vertically, this is how your map looks in the game. For whatever reason, the texture files are flipped vertically. You can flip it vertically using ( Image > Canvas Size > Flip Canvas Vertically )
This is what 16 texture tiles look like lined up and ready for editing. Note** My map, is 64 total texture files, I only used 16 of them for this tutorial.
Now just File > SAVE AS a TGA (which may say Targa for the type) file as 24 bits/pixel. Save it somewhere you'll remember where to find it. Use a consistent naming convention with all your custom files to make it easier to find them if you lose them, so for example, name this large image YOURMAPNAME_Big.tga
• Painting Textures using the Pattern Stamp Tool •
Open your Large image you prepared with the last tutorial, if you don't already have it open.
Now you can start painting with textures using the Pattern Stamp Tool, as shown in the image below:
I have chosen to zoom in 300% to get a nice clean view of the texture (keep in mind, these have been edited once and you wont see the nasty Battlecraft generated textures that you'll have).
After selecting the Pattern Stamp Tool (Under the Clone Tool, if Clone Tool is selected), choose a pattern to paint with. If you prepared them using the first tutorial in this series, you'll find them in there. If you hold your mouse over them, it will tell you which one it is. In this first image, I selected the Wet_Grass texture.
Select a brush size and type that you want to paint with, and have some fun!
Now, I will take paint some Wet_Grass over the center part of the sand road, and then choose the Dry_Sand pattern and reduce the opacity to give it a more natural blend to it. The image below shows the Opacity level changes and where you can find them. You can get really creative with the opacity changes too, real close to the road, or whatever you want to blend, draw a little at about 42%, then a little further out drop opacity to about 34%, and further out, 22%, etc. You can really naturalize the flow of your textures this way. It takes time, but hey, Rome wasn't built in a day.
When you're all done painting your textures and you are ready to replace those ugly Battlecraft generated textures, you want to flip your image back vertically again. IMPORTANT!!! Be Sure To Image > Rotate Canvas > Flip Canvas Vertical. Finally, Save your changes.
Now its time to move onto the next tutorial (second from the last) in this series:
• Splitting the Large Image back into individual smaller images •
Now its time to chop this baby up and show those beautiful textures you just edited show up in your map.
You'll want to close down Photoshop, as you won't need it anymore, unless you want to edit further.
Now, if you have already unzipped the tgaSplitter program to somewhere on your hard drive, move on to Step 2.
If not, download tgaSplitter. Create a folder on your main drive, call it simply: tgaSplitting Unzip the contents there.
You can call it whatever you want though, just be sure to edit the path in the next step.
Move or Copy the Large Image you prepared into the main tgaSplitting directory you unzipped the tgaSplitter to. To make it easier for tutorial purposes, rename it test.tga
Open a Command Prompt, which if done by START > RUN
In that box, you will want to put the command line corresponding to the size of your map, I have the command lines posted below for both sizes.
Now pay attention to the size of your map. If your map is 256x256, you will want to use a number 4 at the end of the command line. If your map is 512x512, you will want to use a number 8 at the end of the command line option. Be sure your path is correct, or tgaSplitter will not work for you.
use this for 256x256 size maps
C:/tgaSplitting/tgaSplit.exe test.tga 4
use this for 512x512 size maps
C:/tgaSplitting/tgaSplit.exe test.tga 8
This will execute tgaSplitter and create all the smaller images.
When you're ready, hit Enter and it will start chopping the TGA back up into the smaller indivdual files required for Battlecraft.
Once its done, it will either generate 16 or 64 TGA files in the tgaSplitting directory. Copy all of those files into your maps ShadowWork textures folder, again for this tutorial, I used my map name.
EA GAMES\Battlefield 1942\ShadowWork\Bf1942\levels\SOC_Pearl_Harbor\textures
It will ask you to overwrite, and if you're sure you flipped your image back Vertically, if you've followed this tutorial from start to now, go ahead and overwrite.
Now, you have every texture file where it needs to be, for it to show up in your map and replace those nasty default Battlecraft textures.
Continue onto the final step in this series of Texture Editing tutorials:
• Final Step To See Your Edited Textures In Your Map •
Ok, take a deep breath, you've made it!
Time to get those bad ass textures you just painted into your map.
Open Battlecraft 1942
ATTENTION!!! DO NOT GENERATE SURFACE MAPS
Tools > Generate Terrain Shadows
When thats done, it will ask you to Merge Terrain Lightmaps, be sure to do that.
When thats done, the 3D View will update with your dazzling textures.
Save your map, just in case.
If you want, load up your level and check out your work, amazing isn't it? You deserve a cookie for paying such close attention.
Now just complete the rest of the steps in Battlecrafts arsenal and have fun!
Hope this tutorial was easy enough for you to understand, I wrote it as I did each step, so it should be 100% accurate.
Oh, and I'm all out of cookies, how bout a dried up banana peel?
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