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Terrain List

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2DNED
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Post2DNED Fri Nov 13, 2015 3:19 am

A list of terrains for most games

Armored Fist 3 Terrains

afd2/d2_dy1/d2_dy2/d2_dy3/d2_dy4/d2_dy5/d2_nt01
afd3/d3_dy02/d3_dy04/d3_dy05/d3_nt03/d3_ss07/
afdg2/dg2_dy01/dg2_dy02/dg2_dy03/dg2_dy04/dg2_dy05/dg2_sr02/dg2_ss06
afg3/afg3_6/g3_dy04/g3_dy05/g3_ss09
afgs1/gs1_dy03
afgs2/gs2_dy01/gs2_dy02/gs2_dy05/gs2x/gs2x_dy1
afs1/s1_dy02/s1_dy04/s1_dy05/s1_sr01/s1_sr03/s1_ss03
d1_dy01/d1_dy02/d1_dy03/d1_dy05/d1_dy1/d1_nt02/d1x_dy2/
dg1_dy03/dg1_sr04/dg1_ss04/df1x_sr4/
ds1_dy03/ds1_dy05/ds1_nt05/ds1_sr05/df1x/
g1_dy01/g1_dy02/g1_dy03/g1_dy05/g1x/
g2_dy01/g2_dy02/g2_dy04/g2_dy05/g2_dy1/g2x_dy2/g2x_dy4/

C4 terrains


03g
03g_01/03g_mp
03gb_01
05g
09i_01
10d_01
c01m01
co1m02
c01m03/c05m04
c01m04
c01m05
c02m01
c02m02
c02m03/c06m04
c02m04
c02m05/c06m01
c03m01
c03m02
c03m03/c03m05
c03m04
c04m01
c04m02
c04m03
c04m04
c04m05
c05m01
c05m02
c05m03
c05m05
c06m02
c06m03/c06m05
frstplay

Delta Force 1 terrains

c2m1/c2m5/dfg1
c2m2/c2m6/dfg3
c2m3/dfg2
c2m4/dfg4/dfm5
c3m1/c3m4/dfd4
c3m2/dfd1
c3m3/c3m5/dfd3
c3m6/dfd2
c4m1/c4m3/dfg5
c4m2/c4m6/dfg7
c4m4/c4m7/dfg8
c4m5/c4m8/dfg6
c5m1/c5m4/c5m8/dfb2
c5m10/c5m5/c5m7/dfb1/dfm14
c5m2/c5m9/dfb3
c5m3/c5m6/dfb4
c6m1/c6m5/dfs3
c6m10/c6m2/c6m6/dfs2
c6m3/c6m8/dfs4
c6m4/c6m7/c6m9/dfm15/dfs1
dfm1
dfm10
dfm11
dfm12
dfm13
dfm2
dfm3
dfm4
dfm6
dfm7
dfm8
dfm9

Delta Force 2 terrains

dfd1
dfd2
dfdg1
dfdg2
dfds1
dfg1
dfg2
dfg3
dfg4
dfg5
dfgs1
dfs1
dmd3
dmdg3
dmds2
dmg6
dmgs2
dms2


Delta Force Land Warrior terrains

d1
d2
d3
d4
d5
d6
d7
d8
dg1
dg2
dg3
dg4
di1
g1
g10
g11
g1a
g2
g3
g4
g5
g6
g7
g8
g9
gi1
gi2
gi3
gs1
s1
s2
s3
s4
s5
w1

Task Force Dagger terrains

bridge
kandahr1
kandahr1b
kandahr1c
mp01
mp05
mp2
mp3
mp4
mp6
mp7
mp8
mp9
op1
op10
op11
op12
op13
op14
op15
op16
op17
op18
op19
op2
op20
op21
op22
op23
op24
op25
op3
op78
op9
trngcamp

Black Hawk Down terrains

cine
dvd1/mis11/mis13/mis15/mis16/mis17/mis18/mis19a/mis4/mis5/mis6/mis7/mis8/mis9
dvd2
dvd3
dvd4
dvd5
dvdg1/mis1/mis2/mis3
dvdg2/mis10/mis14/mist2
dvg1
dvt1/mist1
flat

BHD Team Sabre terrains


rmp02b
rmp03p
rmp03r
tkhr_04
ts_01
ts_05
ts_09
ts_11
tsbhd_04
tsbhd_06/zoo

Joint Operation

dvxc1
dvxc2
dvxc2a
dvxg1
dvxg3
dvxg4
dvxg5
dvxg5b
dvxg6
dvxg7
dvxg8
dvxg8a
dvxg9
dvxi1
dvxi1_a
dvxi1_b
dvxi1_c
dvxi1_d
dvxi1_e
dvxi1_g
dvxi3
dvxi3a
dvxi4
dvxi4_a
dvxi4_b
dvxi4_c
dvxi4_d
dvxi5
flat

Joint operation Escalation

c3
g10
g11
g12
g13
g14
i6
i7

Delta Force Xtreme

dfb3
dfd1
dfd2
dfd3
dfd4
dfg1
dfg2
dfg3
dfg4
dfg5
dfg6
dfm1
dfm10
dfm11
dfm12
dfm13
dfm15
dfm2
dfm3
dfm4
dfm6
dfm8
dfm9
dfs1
dfs2
dfs3
dfs4
dg3

Delta Force Xtreme 2

dfx51
dfx525
dfx53
dfx54
dfx55
dfx56
dfx57
dfx58
dfx59
dfx60
dfx
dg3b


Last edited by 2DNED on Wed Dec 09, 2015 12:41 am; edited 5 times in total
Blaze
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PostBlaze Fri Nov 13, 2015 7:02 am

Thanks for listing them all. In my mod there are currently all the terrains from these games:

-DFBHD/TS (obviously)
-Delta Force Xtreme
-Delta Force Xtreme 2
-Joint Ops ('flat' terrain is 'flatg', so stock DFBHD flat terrain remains)
-Joint Ops Escalation

I've never managed to get Comanche 4 terrains to work properly in DFBHD, the heightmap is always messed up. Anyway due to the new terrains the mod is already over 1GB. The more we add, the bigger it gets.  Items don't take that much space, instead.

Delta Force 1 terrains were remade in Delta Force Xtreme, just different ground textures, but the heightmap is pretty much the same.
2DNED
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Post2DNED Tue Nov 17, 2015 3:46 am

I have been converting the DFLW terrains to BHD as i have never done this b4 i wanted to have a go.

I found a few things didn't work out right. The tiles didn't sit properly and I had to darken the detail map or the terrain looks fluro. Interesting the sample code from the tools seems to be incorrect for BHD
The code will work on some terrain but the older ones need to be changed
Below is the Sample code:
----------------------------------------------------------
polytrn_sectorcount    8                   ; width of sectors
polytrn_wrapx    0                   ; do we wrap on X? 0=no dont lock it.  1=yes lock it
polytrn_wrapy    0                   ; do we wrap on Y?

polytrn_origin    -4    -4           ; move terrain origin by this amount (X,Y) 
    
polytrn_sectors    1    3    1    2    1    3    1    3 ; width here must match above
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    2    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    2    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    2    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
------------------------------------------------------
This is what i change to make pieces line up correctly

polytrn_sectorcount    8                   ; width of sectors
polytrn_wrapx    1                   ; do we wrap on X? 0=no dont lock it.  1=yes lock it
polytrn_wrapy    1                   ; do we wrap on Y?

polytrn_origin    -4    -4           ; move terrain origin by this amount (X,Y) 
    
polytrn_sectors    1    3    1    3    1    3    1    3 ; width here must match above
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    3    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    3    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
polytrn_sectors    1    3    1    3    1    3    1    3
polytrn_sectors    2    4    2    4    2    4    2    4
----------------------------------------------------
This seems to be the same for DF1/DF2/DFLW/C4 terrains

The detail map as way to light, even the one from BHD (E3DETAIL.tga) is too light
I simply changed the hue and gamma, they seems to be spot on now.
Blaze
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PostBlaze Tue Nov 17, 2015 9:45 am

Hmm, regarding the colours which are not right at all, did you remember to add an alpha channel to the .tga file of the colourmap?  That may solve it.  The more transparent it is, the darker it will be.
2DNED
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Post2DNED Wed Nov 18, 2015 1:31 am

http://www.blaze.nova-outpost.com/DFLW_to_BHD_Terrains.zip

Terrains from DFLW to BHD seem fine.
The _c.tga are locked and can't add an alpha channel to them.
I noticed some of the DF1 terrains don't work due to color height map but i don't care as you said they are in DFX


Last edited by 2DNED on Sat Dec 12, 2015 4:05 pm; edited 2 times in total
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PostBlaze Wed Nov 18, 2015 10:14 am

Awesome, many thanks! I'll see what I can do with the colormaps, I may find a way to "unlock" them.

I do have DF1 terrains converted by someone long time ago. They were posted at Checkpoint Delta (main Comanche 4 community site).  Now all downloads require that you register there though.  I also have DF2 terrains, but the package that was/is available there doesn't contain all of the DF2 terrains IIRC.  Moreover, these conversions, unlike mine and yours, don't take into account some problems such as the colourmaps alpha channel and detailmaps, so they would need some rework anyway.  

Since DF1 terrains are already included in the mod in the form of DFX remakes, maybe I'll think about DF2, since IMHO the terrains in it are very interesting to say the least.
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Post2DNED Wed Nov 18, 2015 9:32 pm

www.blaze.nova-outpost.com/DF2_to_BHD_Terrains.zip

DF2 to BHD Terrains

I did them anyways to add to my collection of stuff.
Some DF1/DFX terrains have the same name as ones in DF2 so watch when adding them.
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PostBlaze Thu Nov 19, 2015 4:36 pm

The mod is getting very big, but it's exactly going where I'd like to, so thanks for this important support.

Yep, I noticed some terrains have same names as others, some DFLW terrains have the same names of some Joint Ops Escalation terrains. Moreover it seemed to me that some of the DFLW terrains are just remakes of DF1 terrains (and I already included their DFX counterparts), so some will be excluded, or added as alternative colourmaps (so I can save some space by excluding their .cpt files)


Last edited by Blaze on Sun Dec 13, 2015 7:22 am; edited 1 time in total
2DNED
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Post2DNED Sun Nov 22, 2015 8:55 pm

I edited the terrain list, noticed DF1 had the same map 5 time on one instance

http://www.blaze.nova-outpost.com/TFD_to_BHD_Terrains.zip

TFD to BHD Terrains

I know they are not needed but i had them done and figure someone might be able to use them down the track possibly
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PostBlaze Mon Nov 23, 2015 8:57 am

They are needed instead, TFD terrains are interesting for some scenarios in Afghanistan. Thanks man, they'll be added to the mod when I can find some spare time. Now we only miss C4 terrains, I think. I've never managed to convert those, I always get issues with the heightmap (.cpt files) of C4 terrains.

EDIT: do you know if it is possible to export the heightmap back to the .raw image format?  In the terrain generator tutorial contained in the BHD Mod Tools, it turns out that such .raw images are needed in order to create decent alpha channels for the maps. Without proper and unique alpha channels, these terrains won't look that great in DFBHD.
2DNED
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Post2DNED Mon Nov 23, 2015 8:20 pm

I have about half of them done already, I will finish them and upload the rest in a day or two.
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Post2DNED Tue Nov 24, 2015 2:10 am

Had the day off so i got into it and got them done.
Only problem is the terrains look pointy/jagged and in a lot of cases i don't think they are any good, so i had a play...

I dropped the contrast by -40 on the .raw image before creating a cpt file.
This has made the terrain much smoother, you can do something with it now Very Happy

www.blaze.nova-outpost.com/T-Before.pcx
www.blaze.nova-outpost.com/T-After.pcx

Problem now, i have to re do all the .cpt files again Sad
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PostBlaze Tue Nov 24, 2015 9:18 am

That's exactly the problem that I had with C4 terrains, I just didn't give you any details about it, however you managed to solve it.  Try to drop the contrast by -50 instead, it may look better on not.

Regarding my second question, is there a way to get the .raw images from other terrains such as the ones in DF LW/TFD and Joint Ops/DF Xtreme?  I need the .raw images of each .cpt in order to create specific alpha channels on the colourmap.  I may also need the .raw of some Team Sabre terrains, I have noticed that some have wrong alpha channels on them (for instance the TS_09 terrain).
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Post2DNED Wed Nov 25, 2015 1:33 am

www.blaze.nova-outpost.com/C4_to_BHD_Terrains.zip

C4 to BHD Terrains

They mostly look good, only 2 i didn't like/not real happy with but if you drop the contrast much more most will go flat.
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Post2DNED Wed Nov 25, 2015 1:54 am

For the raw image i use the _d.pcx duplicate adding alpha 1 and saved as raw before converting to cpt.
If you extract the raw from the cpt it is just blank with 2 alpha channels, the only way i could do it was the above method from scratch.
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PostBlaze Wed Nov 25, 2015 1:20 pm

Since I have converted JO/DFX terrains already, I don't have any _d.pcx files to use.  Is there a specific tool to extract the .raw images?
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Post2DNED Wed Nov 25, 2015 5:37 pm

CTP_CDEP_Stripper
That will strip the raw image from the .cpt
This will work with JO/DFX
For DFLW/TFD i had to make one.
For C4 you can use the ones already done if like _d.raw

So you want the _d.raw for each terrain for DFLW/TFD?
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PostBlaze Thu Nov 26, 2015 5:00 am

Okay, so I need the .raw images of the following terrains:
DF2 terrains
DFLW/TFD terrains
Team Sabre terrains

Otherwise send me the _d.pcx, I'sse what I can do with it. BTW I totally forgot about that tool, of course it makes a raw out of the cpt file.  I'll use it with the JO/DFX terrains that I already converted. Thanks.
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Post2DNED Thu Nov 26, 2015 4:07 pm

www.blaze.nova-outpost.com/DFLW_raw.zip
DFLW RAW Files

www.blaze.nova-outpost.com/TFD_raw.zip
TFD RAW Files

I will get the DF2 ones done today and upload later...
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PostBlaze Thu Nov 26, 2015 5:09 pm

Many thanks, they are importatnt for the alpha channels, without proper alpha channels the terrains won't have correct static shadows for mountains/hills, etc.

I have some small bad news too.  The tool you suggested to use to extract the raw images out of the cpt files doesn't work as intended; the raw images are somewhat broken, while the ones you gave me (DFLW and TFD) are smooth as intended, if you can open them in Photoshop you'll see what I mean.  

So for now the JO/DFX terrains won't have proper alpha channels, although maybe we could use _d.raw images from Delta Force 1 terrains for their DFX counterparts, that should work.
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Post2DNED Thu Nov 26, 2015 8:13 pm

http://www.blaze.nova-outpost.com/DF2_raw.zip

DF2 RAW Files
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Post2DNED Thu Nov 26, 2015 8:21 pm

Ok just worked out you need to use  DPTH2CDEP first then use CTP_CDEP_Stripper to extract the raw files in relation to TS.
The DPTH2CDEP will decrypt the file changing the name to JO on the end of the file name.
Once decrypted use the CTP_CDEP_Stripper to extract the file, will work fine in PS
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Post2DNED Fri Nov 27, 2015 4:31 am

I tried to do the Armored Fist 3 terrains but they are a little different.
They have .r16 files rather than raw, simply change the extension to .raw

But unfortunately it keeps crashing when building the .cpt
I know you have more than enough terrains but i wanted to see if i could sneak anymore from other games like AF3, F29, F16, F22L3...
Nope, we have covered everything now
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PostBlaze Fri Nov 27, 2015 5:31 am

Thanks for trying, though. I was wondering too, if it was possible to convert terrains from other Nova games. However I have enough terrains I think.  

Moreover, games like Armored Fist 3 and Comanche Gold (a re-released Comanche 3) do contain new terrains, but also some from Delta Force 1, just repainted, and we already have those in the form of DFX remakes, so...

I'll see what I can do with the CTP_CDEP_Stripper, unfortunately as I stated before, it seems that it gives a different .raw image in the end, not a smooth one, since all hills/mountains and different elevations are rough in it, unlike the .raw images you sent me.

Thank you very much for this importasnt effort. If we manage to convert Joint Ops/DFX items too, the mod will be better than ever.
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Post2DNED Fri Nov 27, 2015 7:52 pm

WooHoo got the AF3 terrains to work. Had me thinking over night, so i played a bit more with the raw file and got it to covert properly.
I updated the list on page 1 with AF3 terrains and as you can see there are lots of repeats.

12 new terrains never used in a mod before (as far as i know)
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