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Porting BHD Terrain to JO

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~BLÃÐE~
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Joined: Jun 15, 2008
Posts: 370
Location: Gold Coast - AU
PostPosted: Sat Dec 17, 2016 2:10 pm
Post subject: Porting BHD Terrain to JO

Porting BHD Terrain to JO

You will need a few tools to get you going
JO Mod Tools
FwO Raven's PFF Extractor Tool
Photoshop

Let’s get started

Open FwO Raven's PFF Extractor, point it to your BHD Directory, look for the resource.pff file.
Now you should see a list of files packed into the .pff. On the bottom left side is a drop down box, click it and scroll down to TRN, click on it and the files will reload showing only the Terrain files.
Ok pick a terrain dvg1.TRN, right click Extract to Desktop.
Open the file with an editor or notepad if you don’t have one and you will see
Code::
polytrn_colormap    dvg1_c.tga
polytrn_detailmap   det_grav.tga
polytrn_polydata    dvg1.cpt
polytrn_tilestrip   trntile10.tga
polytrn_charmap     dvg1_m.pcx
polytrn_foliagemap  dvg1_f.pcx

You will need to extract dvg1_c.tga, dvg1.cpt and dvg1_f.pcx using FwO Raven's PFF Extractor.
At this point you need to make a folder called Terrain and place the extracted files in to it.
Open dvg1_c.tga file in Photoshop and delete the Alpha Channel as it is not needed. Save the file as 24bit image, BHD uses 32 bit images and JO uses 24bit image.
Unzip your JO Mod Tools and look for DPTH2CDEP.exe
Open DPTH2CDEP and point it to your Terrain folder. Click Open and it will convert the .cpt file so it is now compatible with JO. You will notice you now have a new file in your Terrain folder called dvg1JO.cpt.
Delete the original dvg1.cpt and rename the dvg1JO.cpt file to dvg1.cpt

So in our Terrain folder we have
Terrain\dvg1.cpt (Converted CPT)
Terrain\dvg1_c.tga (TGA in 24bit)
Terrain\dvg1_f.tga

Now we will grab a JO Terrain file and copy the BHD information in to it.
Open FwO Raven's PFF Extractor, point it to your JO Directory and look for the resource.pff file.
We will grab the Dvcx2.trn, extract it to your Desktop and open with your editor
Code::
terrain_name     "Dvxc2"
terrain_creator  "Brophy"
;terrain values
water_height     26         ;default, if zero will take from mission
polytrn_colormap         Dvxc2_c.tga
polytrn_detailmap        Det_d6.tga
polytrn_detailmap_c1     Det_dg1.tga
polytrn_detailmap_c2     Det_dsc5.tga
polytrn_detailmap_c3     Det_mr2.tga
polytrn_detailmap2       Det_d1d.tga
polytrn_detailmapdist    DetgrsD3.tga
polytrn_polydata         Dvxc2.cpt
polytrn_tilestrip        trntile10.tga
polytrn_charmap          Dvxc2_m.pcx
polytrn_foliagemap       Dvxc2_f.pcx
polytrn_detailblendmap   Dvxc2_d1.tga
water_rgb 		 108,81,48
water_murk  		 .3
polytrn_detaildensity           128
polytrn_detaildensity2          8
polytrn_sectorcount	       8                  ; width of sectors
polytrn_wrapx		       0                   ; do we wrap on X?
polytrn_wrapy		       0                   ; do we wrap on Y?
polytrn_origin			-4	-4           ; move terrain origin by this amount (X,Y)  
polytrn_sectors			4	4	1	0	0	0	3	4 ; width here must match above
polytrn_sectors			4	4	1	0	0	0	3	4
polytrn_sectors			4	4	1	0	0	0	3	4
polytrn_sectors			4	4	1	0	2	0	3	4
polytrn_sectors			4	4	1	0	0	0	3	4
polytrn_sectors			4	4	1	0	0	0	3	4
polytrn_sectors			4	4	1	0	0	0	3	4
polytrn_sectors			4	4	1	0	0	0	3	4
lock_topleft          0 1
lock_topright        0 1
lock_bottomleft     1 1
lock_bottomright   1 1

You will need to change some of the coding to suit.

Code::
terrain_name     " dvg1"
terrain_creator  "Brophy ported by 2DNED"
;terrain values
water_height     26         ;default, if zero will take from mission
polytrn_colormap         dvg1_c.tga
polytrn_detailmap        Det_d6.tga
polytrn_detailmap_c1     Det_dg1.tga
polytrn_detailmap_c2     Det_dsc5.tga
polytrn_detailmap_c3     Det_mr2.tga
polytrn_detailmap2       Det_d1d.tga
polytrn_detailmapdist    DetgrsD3.tga
polytrn_polydata         dvg1.cpt
polytrn_tilestrip        trntile10.tga
polytrn_charmap          Dvxc2_m.pcx
polytrn_foliagemap       dvg1_f.pcx
polytrn_detailblendmap   Dvxc2_d1.tga
water_rgb 		 108,81,48
water_murk  		 .3
polytrn_detaildensity           128
polytrn_detaildensity2          8
polytrn_sectorcount	       8                  ; width of sectors
polytrn_wrapx		       1                   ; do we wrap on X?
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	0	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
lock_topleft          0 0
lock_topright        1 1
lock_bottomleft     0 0
lock_bottomright   1 1

Once you have change the code, save and close the file.
So now we are ready to try the terrain out.
Copy the files in the Terrain folder in to your JO Directory
Open you MedEditor and make a map, go play it.
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