View Full Version : Terrain in Adobe Photoshop
Duke's New Chainsaw
12-27-2001, 03:03 PM
http://planetunreal.com/utcity/outdoor.htm
This \/ and beyond I don't get.
Now expand the image and use the Selection tool and select the entire image. Then create a new image that is 256 by 256 and has a white or colored background. Now paste your previous image onto the new image.
[ 12-27-2001: Message edited by: Duke's New Chainsaw ]
BtheC
12-28-2001, 01:49 AM
Basically, you select your whole grey image and copy it, and then paste it into a new image that has a background and is 256x256 in size. My guess is that 256x256 is just the size required for their conversion program. The "white or colored background" part just makes sure you don't have any transparencies in the image.
I don't know for sure, since I've never done this, but I'd say that these are equivalent to the step they give:
1. Do the stuff that comes before this.
2. Go to Select>All.
3. Go to Edit>Copy.
4. Go to File>New and set the image's width and height to 256 pixels each. Change the "Contents" setting to either White or Background Color and click Ok.
5. Go to Edit>Paste and move the picture you just pasted into the center of the new image.
6. And then continue with their steps.
Oh, and by the way, I don't mean to insult you by making some of those steps that simple, I just don't know how much Photoshop you, or anyone else who reads this thread, knows.
I hope this expains it, and thanks for the link, it's a good article.
Oh, and you forgot the "l" at the end of the address images/icons/smile.gif .
Duke's New Chainsaw
12-28-2001, 05:32 PM
I know none. But thanks it worked. BUT I can't save a copy.
[ 12-28-2001: Message edited by: Duke's New Chainsaw ]
LeadBullet
12-29-2001, 03:01 AM
If you've pasted something and you can't save it, you might have to flatten the image.
Layers>Flatten Image\Layers
Not sure if thats the problem, what is the error that you get?
i always heard merge visible was better than flatten layers. I could be wrong though.
Ultima
01-03-2002, 12:27 AM
when you do this, stay VERY low poly (I wouldn't go above a grid of 16*16 polys), or else you'll get BSP holes like you wouldn't believe. Damn UT's lack of a terrain engine images/icons/frown.gif
Originally posted by Ultima:
when you do this, stay VERY low poly (I wouldn't go above a grid of 16*16 polys), or else you'll get BSP holes like you wouldn't believe. Damn UT's lack of a terrain engine images/icons/frown.gif <font size="2" face="Verdana, Arial">
That's not exactly true. Experiment, and dont go very dramatic (very HIGH vertex, then a low one right after it). I would keep the terrain lower poly/node like Ultima said. Also, make sure that you break up the terrian by adding walls/other obstacles. You wouldn't want 500 polys/scene w/ lighting and meshes.
Unreal II isn't really going to have a 'terrain engine', it's higher poly counts and terrain tools embedded in UnrealED 2.6 (or what ever version it's at now...) allows rolling terrain to be produced much more easily.
CronusZ
01-16-2002, 09:53 AM
Yeah, no kidding. The Warfare way of doing terrain takes a little getting used to, but using a base .pcx file for heightmaps to draw it is really easy, and a helluva lot quicker than the traditional BSP technique. It's also really simple to raise and lower terrain, just hold CTRL, and left click to raise, right click to lower it. You can set the strength of the moving, all that stuff. I dare say you can do *anything* with the Warfare engine, from what I've seen.
Hardware brushes kick my nuts.
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