+Gepard 11,295 Posted March 6, 2008 (edited) LESSON 2: Preparations Now it will be time to prepare our Terraineditor (TE) and to fetch the files which are neccessary for working with it. But before we do it, i think i should explane you some basics of a SFP1 (WOV, WOE) terrain. 1. The terrain is allways a square 2. All datas are given in metric system 3. The terrain has a high data field which define the position and altitude of hills etc. 4. Over the high data field are layed out single tiles of terrain texture. With this tiles you must puzzle together the terrain. All available terrain texture tiles together are the Texturetileset. 5. .... Ehm, sorry i have forgotten it at the moment, but no problem we will get it running without No.5. Okay. Before we can work with the TE we must have access to the terrain texturetileset and to the High data field. From where we will get it? Step 1.1: Terrain tileset extraction The terrain tileset is part of the file GermanyCE.CAT. Also we must open this file with SFP1E extraction utility and extract all terrain tiles. You can identify this files by name It begins with GermanyA1.bmp end end with GermanySG75A.tga Extract all of this files ( but no _HM.BMP files, they are not neccessary). The extracted files you will find in GermanyCE folder. Move them into your Kashmir/texturelist folder. All file in this folder are neccessary for TE working, not for the game itself. The bmp files are normal terrain tiles, the tga files are for "water" tiles. (rivers, coasts, sea) Step1.2: Tileset preparation The TE is working only with bmp files in size 256x256 pixel. What means, that we must convert all tga files into bmp files. Open the tga files with paint program and save them as bmp file. If you want to work with a high res tileset which you has downloaded from Internet you must resize all tiles into 256x256 pixel. I know it is a boring job, but without this procedure TE will not work properly. Step 1.3: The Texturelist The Texturelist define the terraintiles for the TE. Be happy, that TK has sent us the texturelists of SFP1, WOV and WOE with his last version of the TE. When i began terrain building i had to make the texturelist myself. Open your terraineditor folder and copy the file TexturelistWOE into your Kashmir/texturelist folder. Thats it for the terrain texture. Step 2:Now lets go to the high data field. You can create a random high data field with TE, but i had never done it. I prefer real high data. Such data you can find in the Web. This are GTOPO30 data which are basing of radar satellite altimeter measurement. You find them at following link: http://edc.usgs.gov/products/elevation/gtopo30/gtopo30.html This site is selfexplaining. Download the area of the world you are interessted in and store it in backup folder or where ever you want. What you has to do with it i will tell you in LESSON 3, which will follow soon. Edited March 6, 2008 by Gepard Share this post Link to post Share on other sites
gillg 4 Posted March 7, 2008 Gepard, well done mate. I am currently working on a japanese terrain but cannot get all the 4 tiles to work in TE. I have managed to export the HFD of each ttile and cut and paste them to fit together but cannot import them without a single HFD file. Because if you check out the tile in the USGS site, it takes 4 tiles to make. At the moment i am unable to link these 4 HFD's together. I look forward to your next lesson. Cheers Share this post Link to post Share on other sites
+Gepard 11,295 Posted March 7, 2008 This is advanced terrain building. I will explain it in a later lesson. Share this post Link to post Share on other sites