JO terrain tutorial using 3ds Max!!

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JO/DFX terrain tutorial using 3ds Max!!

Postby flash » 07-11-2007 06:18 PM

Hi all, this is something Luke Nade Walker showed me the other night. It's what i feel the best way
to create a terrain for JO/DFX ... Hope you enjoy the tutorial ;)

Tutorial level : Intermediate

Tools Needed:
3ds Max
Adobe Photo shop
JO terrain tools here!!
And finally Your imagination :D

Creating the Height map:

Well what is a height map? The height map is what creates all the hills rivers ditches ect. In the terrain.
It is a Grey scale image the darker the color the lower the surface the lighter the color the higher the surface.

Start of by opening photo shop > File > New and enter the following show below:
Image
now create your height map use some random brushes or what ever, The best way normally is to fill it all to a medium shade of gray
and then use brushes to create different shades of gray to create the hills and rivers ect... I'm going to make a bumpy snowy type of terrain, this is what i came up with:
feel free to use this ;)
Image
Once your happy with your height map go to > File > Save as > Yourterrain_D.raw
And do it again but save it as heightmap.tga (Its best creating a folder just to create the terrain to keep all files organized)
Now your done with the boring part :D

checking what your terrain will look like:

Open up 3ds Max:

now create a plane like the following:
Image
(note you can change the length and width segments this will give better quality, though make sure you got a very good pc
otherwise ur PC might freeze)

Now select your plane and add the Displace modifier like the following:
Image

Set strength to around 75 - 80

Then under image: > Bitmap: click the "NONE" tab and select the heightmap.tga file you created.

Wow its your terrain, well done :D If your not happy you can always go back and edit the height map remember to save it as yourterrain_d.raw as well
if you change it. If your happy with it then lets move on. DON'T GIVE UP NOW!!

Creating the color map:

1.Select your plane then add the UVunwrap modifier > then select face and click edit > select all the terrain holding down right click and drag
a box around it all WARNING THIS CAN TAKE UP TO SEVERAL MINUTES, Give max time to think go down stairs and grab a cuppa :D
2.Once the its all selected, hit the Planar button > then the align X button.
Image

Right now press "M" on your keyboard to bring up the materials box.
Select a default material and do the same as the following:
Image

Now drag the material onto the Plane, and change the gradient colors. I'm going for a arctic snow terrain though you can change them to what ever suits you ;)
Image

Once your happy with the colors, press "T" on your keyboard to switch to top view. Then zoom in so your terrain just fits in the view, Then hit "F3" on your
keyboard to bring up the render box. Then change the width and height to 1500 and hit render:
Image
Once you have rendered it click the save icon it top left hand corner and save it as a jpeg with highest setting, you can name it anything i named it "colourmap.jpg"
This is what mine turned out like :D
Image

Well done you've finished the hard bit you got all the files for your terrain now we just got to get it in game ;)

Part 2 getting your terrain into JO/DFX:

First off all, you probably already done this download and extract the terrain tools folder.

Now open up Photo shop and open up the heightmap.tga file from earlier, then open up the colormap you just created
in 3ds max. Now drag a box using the lasso tool in photo shop around the color map so that theres no black selected:
Image

Now go back to the heightmap.tga and paste it in, then resize it so it fits:
Image
Now go to IMAGE > Adjustments > Brightness\contrast and enter the following:
Image
This is because in JO/DFX the game engine will make it allot brighter.
Once your done save it as yourterrain_C.tga Almost there :D

Now open up the same.tpj file in notepad:
and edit the following:

Code: Select all
terrainname   "yourterrain"
creator      "you"
path      "C:\Documents and Settings\User.FA0CD4462AE746C\My Documents\terrain tutorial\SG1-TERRAIN\"              ;be sure to have a backwards slash at the end of path
depthmap      "yourterrain_D.raw"
output      "yourterrain"

lock_topleft      0   0
lock_topright      0   0
lock_bottomleft      0   0
lock_bottomright      0   0


Change terrain name to what ever you want to name it.
Change creator to yourname
Change "Path" to the location of the folder where the yourterrain_c.tga and yourterrain_d.raw are.
Change depthmap to name off yourterrain_d.raw
Change out put to whatever you named your terrain as.

Once your done go FILE > SAVE

Now open up TrnGen in the terrain tools, Then go File > Open and open the sample.tpj file we just edited.
Once thats done simply click build. (this might take a few minutes, Run downstairs and grab me a cuppa :D)

Once its done your folder will be full of tons of files search for the .cpt file you can delete all the others.

Now open up the "DPTH2CDEP" programme and open the your .cpt file This will convert it from JO to BHD.
Image

One last file to edit and your done ;)

Right open up the Yourterrain.TRN file in notepad located > terrain tools / Your Terrain

Code: Select all
terrain_name     "Yourterrain"
terrain_creator  "YOU"

;terrain values

water_height     0            ;default, if zero will take from mission

polytrn_colormap                Yourterrain_C.tga
polytrn_detailmap        Det_d1.tga
polytrn_detailmap_c1     Det_ice2.tga
polytrn_detailmap_c2     Det_ds2.tga
polytrn_detailmap_c3     Det_drc2.tga
polytrn_detailmap2       Det_d5c.tga
polytrn_detailmapdist    DetgrsD2.tga
polytrn_polydata               yourterrain.cpt
polytrn_tilestrip               trntile10.tga
polytrn_tilestrip2               trntileA1.tga
polytrn_tilestrip3               trntileC1.tga
polytrn_charmap                  Snow1_m.pcx
polytrn_foliagemap            Snow1_f.pcx
polytrn_detailblendmap      Snow1_m2.tga


Change the trn. file to the same as above!
Change yourterrain_C.tga to whatever you renamed it.
Change yourterrain.cpt to the name of your .cpt file.
And go save. right click and rename this file to the name of your terrain after you saved it ;)


YOUR DONE!! GO TEST IT IN GAME!! Congrats :P

files needed :
YourTerrain.TRN
Yourterrain_C.tga
yourterrain.cpt

Put these files in your JO root folder make a map using your terrain and go test it... Hope you enjoyed this tuorial!!!!!!

This is what mine looked like in game:
Image

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Postby Ziprock » 07-11-2007 07:15 PM

yeah, but whats a det file?
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Postby BuLL » 07-12-2007 12:17 PM

Well that`s certainly a different approach,good effort Flash.
Here`s a tileable heightmap for anyone to practice with in this tut or whatever;)
http://s75.photobucket.com/albums/i291/BuLLcop/?action=view&current=FIRE_d.jpg
Image

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Postby flash » 07-12-2007 05:16 PM

part two finished, enjoy!!
Image
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Postby luke_nadewalker » 07-12-2007 05:34 PM

only one thing to edit here...
the heightmap.tga was a greyscale image right? so by pasting a color image onto it it would also be greyscale,, best off creating a fresh 1024x1024 8bit color image and paste it in there that is if you intend it to be a colored terrain...

other than that you did a pretty good job of paying attention flash, GOLD STAR


P.S. you might want to cover how to make the height map and color map seamless, but then again they could always read some of the other tutorials :D
:D :D
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Postby BuLL » 07-12-2007 06:33 PM

Just an added note on final files required.
Trn file,
c_tga,
compressed cpt,
d1_tga.....No mention of how to make this in tut.Same for f & m_pcx files....
To produce a good looking terrain,you need to make new versions.
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Postby flash » 07-12-2007 08:10 PM

hey mr "EX_Terrain diddley donker" lol aint done part 3 yet ;) :D
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Postby Ziprock » 07-12-2007 10:09 PM

good stuff flash :D
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Postby BuLL » 07-13-2007 02:08 AM

flash wrote:hey mr "EX_Terrain diddley donker" lol aint done part 3 yet ;) :D

Yeh.I`ll shut my big trap until you say your tut`s finished.sry:D ;)
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Postby flash » 07-13-2007 06:43 AM

lol :D
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Postby loa » 07-13-2007 07:57 AM

oh man thats was funny, flash out standing job.
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Postby Skipper » 08-02-2008 02:00 PM

Apologies for a resurrect. Great tutorial.
The part where it says open DPTH2CDEP to convert it from JO to BHD, is that from BHD to JO? or is this for making maps for BHD? im a little confused by that since the title says for JO...
I got a little problem, when i put it into Joint Ops, so i got the .trn, the .tga, and the ctp, and load it up with NILE, it is all grey, no texture, the map shape is there, but it has no image overlay... and when you switch to 3D, it crashes
...and get SuperOED to work with 3ds Max 9..
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Postby BuLL » 08-04-2008 06:12 AM

Skipper wrote:Apologies for a resurrect. Great tutorial.
The part where it says open DPTH2CDEP to convert it from JO to BHD, is that from BHD to JO? or is this for making maps for BHD? im a little confused by that since the title says for JO...
I got a little problem, when i put it into Joint Ops, so i got the .trn, the .tga, and the ctp, and load it up with NILE, it is all grey, no texture, the map shape is there, but it has no image overlay... and when you switch to 3D, it crashes
...and get SuperOED to work with 3ds Max 9..


The TRNGEN outputs a cpt for use with bhd.To use that cpt in jo/dfx it requires compressing with the DPTHTOCDEP tool.
Your colourmap size and format needs to be as follows.
size...1024 x 1024 pixels.
save as a 24 bit.tga
Also double check the name of your c_tga matches that in the trn exactly.
One more note:-N.I.L.E reads from the pff,so all your terrain images,cpt,trn blah,blah...need to be placed into the resource pff.
Hope that sorts you out:)
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