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kegetys

Tga2ase

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Here's a little tool I made for those who do not have 3D studio max or other tools to make ASE heightmap files with. It converts a TGA based "heightmap" image into an ASE file, which then can be imported into Visitor.

Download here. Read the readme for instructions.

Remember to use 32bit TGA images, any other wont work.

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Wow, thanks Keg.I was wondering what ASE files were.

You're the greatest!

MadDogX

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This is great, 3dsmax wasn't letting me make 1024x1024 planes. Has anyone tried converting topographic satellite data into ofp? I noticed you could split the shaded relief here: http://www.jpl.nasa.gov/srtm/northAmerica.htm (198mb) into RGB and use the blue as a greyscale, excluding the oceans, to put parts of the USA into OFP, like the grand canyon. Just need huge maps sizes to do it.

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This is great, 3dsmax wasn't letting me make 1024x1024 planes. Has anyone tried converting topographic satellite data into ofp? I noticed you could split the shaded relief here: http://www.jpl.nasa.gov/srtm/northAmerica.htm (198mb) into RGB and use the blue as a greyscale, excluding the oceans, to put parts of the USA into OFP, like the grand canyon. Just need huge maps sizes to do it.

I've used a 20m dem for the map I'm working on - resampled it from 20m to 50m, reducing the size to 512x512 so ingame distances are now exactly what they should be in the real world. I boosted elevations though, to get a bit more steeper terrain.

With the sizes I would be carefull - 512x512 works great ingame (giving you 25x25km map sizes), but 1024x1024 may already start giving problems on low memory machines when working with them in the mission editor. This was shown when ALoneWolf (iirc) made his demo islands with up to 100x100km last year. The memory requirements soar up greatly, although ingame performance is not affected very much (as long as you have enough ram).

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With the sizes I would be carefull - 512x512 works great ingame (giving you 25x25km map sizes), but 1024x1024 may already start giving problems on low memory machines when working with them in the mission editor.

There is no problem in 51km sizes if the terrain isn't rough enough which causes the CPU slowdown when map contour lines are calculated.

Quote[/b] ]This was shown when ALoneWolf (iirc) made his demo islands with up to 100x100km last year.

It was 25km and 51km islands. 100km island would be 2048x2048 cells.

Quote[/b] ]The memory requirements soar up greatly, although ingame performance is not affected very much

With 256mb ram on your machine you can run 25km full island with not much water and have something 390,000 objects.

Haven't tested the memory requirements for 51km islands but I recall 256mb ram machine can run these too if the object amounts is smaller.

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Haven't tested the memory requirements for 51km islands but I recall 256mb ram machine can run these too if the object amounts is smaller.

Yeah, I wasn't sure, I just thought that the biggest was up to 2048x2048. Anyways - I remember many people had serious problems placing units in the mission editor with the biggest one (even me with a 1.5GHz Athlon XP & 1GB ram). Ingame it worked fine. The island had only one texture (sand) and no objects... so I think you really have to be carefull with big maps.

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Quote[/b] ]With 256mb ram on your machine you can run 25km full island with not much water and have something 390,000 objects.

How many objects do the BIS islands have?

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I tried to read Colonel Klinks tut how to make the tga files, but the "The page was not found" error ofcourse, so i wonder if someone could send me the Tutorial or give me a link, or just tell me here to make a tga file in Paintshop pro.

Thanks

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