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    Export heightmap

    Can I export a heightmap, import it to photoshop, alter it and then import it back into UDK? I'm trying to export as G16 with heightmap and "into current" selected. I'm getting a BMP file I can't open and a T3D file I don't know what to do with.

    #2
    T3D is a Text 3d file. You won't need that. The G16 file is a proprietary 16 bit BMP format that UDK uses.
    You can use HMCS to convert between the different file formats. Try to keep it 16 bit so that you don't lose a bunch of color info and wind up with stair-step height changes.

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      #3
      well you wouldn't be able to import it into photoshop because it can't read the UDK format.
      in my case, exporting the terrain into a heightmap doesn't work at all though. I usually get either a crash, an empty file, or both; but never anything useful.

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        #4
        Originally posted by Chosker
        well you wouldn't be able to import it into photoshop because it can't read the UDK format.
        in my case, exporting the terrain into a heightmap doesn't work at all though. I usually get either a crash, an empty file, or both; but never anything useful.
        Hence the HMCS pipeline that Epic recommends all through the UDN.
        UDN references:
        http://udn.epicgames.com/Three/TerrainHeightmaps.html
        http://udn.epicgames.com/Three/TerrainsFromDEMs.html
        http://udn.epicgames.com/Three/TerrainAlphamaps.html
        Also explained in this tutorial:
        http://forums.epicgames.com/showthread.php?t=607176
        and several other places.

        The export is not corrupt. It is a proprietary format.

        Originally posted by Wyldhunt View Post
        The G16 file is a proprietary 16 bit BMP format that UDK uses.
        You can use HMCS to convert between the different file formats. Try to keep it 16 bit so that you don't lose a bunch of color info and wind up with stair-step height changes.
        Using HMCS to convert it to a proper 16 bit format will allow you to open it in Photoshop. When you are finished, you can use HMCS to convert it back to G16.

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          #5
          It is possible to open the exported G16 BMP in photoshop by going "open as" and open it as .RAW format, 54 header bytes, and your terrain res +1 (e.g. if you have 128x128 terrain use dimensions 129x129). At least, this is the way I did it the other day to combine two heightmaps into one and it worked fine. You'll probably need to flip it and other things. Just make sure to keep it 16 bit grayscale, then when you're done, save it as RAW, 16 bit, IBM. Then use G16Ed to import the RAW file and save it as a G16 BMP again. Then you can import it back into the unreal terrain editor!

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