El Al heightmap

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  • Twiggs

    #1

    El Al heightmap

    Am curious if anyone has it or BF42 still installed am Curious if anyone could hook me up with it?
  • wolfi

    #2
    Have a bunch of heightmaps uploaded to my webspace, heres the link for the el alamein files:

    Saved in 8, 16 and 24bit. Let me know if you need the heightmap from any other level.

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    • Twiggs

      #3
      Thanks Wolfi! Now to figure out what I'm doing.

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      • hollowpoint367

        #4
        I would so love El AL remade.....YES

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        • wolfi

          #5
          Impossible. I think porting maps 1:1 is illegal, same with using old models/skins/sounds/codes.
          Thats why they made the new engine incompatible to old heightmap i think.
          But were working on a LV for Bf2, this is kinda fun

          preview


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          • Twiggs

            #6
            I don't want to make a direct port. I'm going to change it a bit without losing it's appeal... hopefully.

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            • imported_Celt

              #7
              Omg..if you imported El Al to BF2 I would love you forever. I feel like BF2 really needs some maps like this. I have a feeling the load time will be huge, but please do definitely give it a go

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              • huskerpat

                #8
                From the documentation we've seen with regards to importing objects, it's going to be difficult (ie, more trouble than it's worth) to import an old BF42 model and have it look good. From looking at the texture files in the game, the skins are of a much higher resolution. You'd almost have to unwrap the model again and do a new skin. there's also the normal maps, which didn't exist in BF42.

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                • Twiggs

                  #9
                  I just want this thing to import the heightmap so I don't have to hand do all the terrain, so I can just change what I want and paint it. But I dunno how it works as of now.

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                  • Ice_Man

                    #10
                    Well importing a height map is not importing an object, so there is a difference.

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                    • Twiggs

                      #11
                      No idea how to import heightmaps, I lose. Will have to wait till it's out so someone can figure it out or theres some better documentation or something.

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                      • wolfi

                        #12
                        Originally posted by huskerpat
                        From the documentation we've seen with regards to importing objects, it's going to be difficult (ie, more trouble than it's worth) to import an old BF42 model and have it look good. From looking at the texture files in the game, the skins are of a much higher resolution. You'd almost have to unwrap the model again and do a new skin. there's also the normal maps, which didn't exist in BF42.
                        Im&exporting old models shouldnt be a problem.
                        If the model doesnt have a normal map or a bump map, the game wont show them but it will still look good. Most of the buildings (statics) need no unwrap&reskin, they use tileable textures. And most of static textures were in 512*512, bf42 has mostly 256*256. Thats not the problem, simply resize and sharpen them and youre done. In the case the wall textures dont look good you can use others or the ones bf2 uses.

                        The only thing youll have to do is a 3rd colbox, the one for projectiles.

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                        • Augustus
                          Member
                          • Jul 2007
                          • 254

                          #13
                          The heightmaps are incompatible.

                          bf42 uses one 512 * 512 px heightmap.

                          BF2 uses one 1025 * 1025 px (16-bit) heightmap plus eight 256 * 256 (8-bit) heightmaps.

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                          • wolfi

                            #14
                            Originally posted by Augustus
                            BF2 uses one 1025 * 1025 px (16-bit) heightmap plus eight 256 * 256 (8-bit) heightmaps.
                            OMG, thats huge

                            But theres a way. Youll be able to export it from bc42, open it in 3dsmax, export it and import it to the new editor.
                            Thats what ive heard..

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                            • Twiggs

                              #15
                              So could I take the 16-bit heightmap into photoshop, change the canvas size to 1025*1025, then add terrain around it then save and use that one?

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