Table of Contents
Rebuild terrain files with MakeTerrain
The purpose of this tutorial is to show step by step how to recreate all the terrain files after we have finished editing and adding new tiles in our theater, in order to have a fully functional terrain system to test it in game.
Preparation
The assumption is that you have finished tiling the L2 terrain file, and finished adding any custom tiles in the texture.bin
file. Furthermore, you have finished editing the L0 elevation of your theater (you can use the old one if you haven't a new one).
The files you need to recreate the terrain are:
- The L2 tile information (
theater.t2
). - The L0 elevation information (
theater.e0
). - TGA image with palette information (
theater.tga
). - Day and night Master Fartiles.
L2 Tile Information
First step is to create the L2 tile information file. Open the ModTerrain
GUI Window and check the options shown in the image above. Alternatively, you can use the following command-line:
ModTerrain.exe -x =t #2 %"<TerrainFolder>" *"<OutFolder>"
You'll get a file called theater.t2
in your <OutFolder>
.
L0 Elevation information
Again with the ModTerrain
GUI Window, checking the options showed above in the image, you'll get a theater.e0
file, containing the L0 elevation data. The corresponding command-line is:
ModTerrain.exe -x =e #0 %"<TerrainFolder>" *"<OutFolder>"
ModTerrain
is exactly the same format as the ELV
file used in editing the L0 elevation in TerrainEditor
. You can either create one with ModTerrain
as described above, or create an ELV
file with TerrainEditor
(opening the L0 file and saving it as ELV
) and use it instead.TGA Image
While in TerrainEditor
, you have two options to create a TGA Image with the L2's palette information.
The first one is to use the existing data stored in your L2. For this option, just select under the Tools
menu, the Save PAL info as TGA
command. This will create a TGA Image with the palette that already exists in theater.map
file and as pixels the palette offset values in L2.
The second one is to create a new TGA Image, taking the new tiling under consideration, by selecting the Tools
menu and clicking on the Make New PAL TGA
command. This command will make a picture from all tiles and convert it to 256 colors TGA. This method is recommended, especially if you have new tiles in your tiling.
Day and Night Master Fartiles
For this we need the MakeTerrain
GUI Window. Select from the dropdown list the Make Master Fartiles
option and define the day and night files that are going to be created, as well the texture.bin
file and the DDS Folder. The day and night master fartiles files can be named as you like with any extension. The command-line you can use is the following:
MakeTerrain.exe c -"<DDS_Folder>" +"<texture.bin>" *"<Day_Master_Fartile_file>" /"<Night_Master_Fartile_file>"
Execution
Now that we have all the files we need, we can proceed and create the terrain. The files that are going to be created (or overwritten if already exist) are:
- Terrain Folder:
- All Lx and Ox files.
Theater.mea
file
- Texture Folder:
Fartiles.dds
FartilesN.dds
All we have to do is to select the files needed, in the MakeTerain
GUI Window, as shown in the image above, while we have selected Make Terrain
in the dropdown list. Especially for the Elevation File
the dialog will ask you for a ELV
file. If you have a theater.e0
file from the above steps, you can either rename it to theater.elv
, or type *.*
in the dialog and press Enter
. This will allow you to display all files and then select the theater.e0
file. The filename passed to MakeTerrain
program doesn't make any difference, only the data are important.
Remember that the Terrdata Path
mentioned above is the folder that contains both the Terrain
and Texture
folders.
The command-line you can use directly is:
MakeTerrain.exe -"<Terrdata_Path>" +"<L0_Elevation_File>" %"<L2_Tile_Offset_File>" *"<Day_Master_Fartile_File>" /"<Night_Master_Fartile_File>" $"<TGA_Image>" @<Elevation_Method> !<Max_Angle>