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.
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Originally posted by Choskerwell 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.
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.
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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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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