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Importing a Heightmap

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Venomox, Dec 30, 2013.

  1. Venomox

    Venomox
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    I'm trying to import my Truggy Trails map from Rigs of Rods to give it the redemption it deserves. The wiki is very vague with information and I have no clue how to create a terrain file. My heightmap from RoR is a .raw file if that helps. I want to import it to the editor and mess with the hightmap (fixing some trails, add more terrain), add textures, trees, rocks, etc.
     
  2. Narwhal

    Narwhal
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    i know it cant be a .raw, it has to be a .png or something like that(i use .png). Try typing into the google, or bing or yahoo .raw to png or .raw to jpg . I got results for that.
     
  3. Holland

    Holland
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    Go under File, then import heightmap, then select the Image.
     
  4. Venomox

    Venomox
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    So rather than importing my .raw file I import the .png I used for the texture, and it'll create the heightmap in game?
     
  5. dkutch

    dkutch
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    Sort of. It'll take some fine tuning to get the height and scale proper.
     
  6. Venomox

    Venomox
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    I went to convert the .raw to a .png, but I got errors. The .raw also wouldn't import to blender. So, I took the original texture .png and attempted to import that to Drive, but it says:
    "Height map must be square and power of two in size!"
     
  7. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Simple. I did that for Mt.Shell.

    I took the raw from Rigs of Rods, imported it in L3DT with the settings written in the map cfg (ror) and exported the Height map as PNG, then imported in Torque3d setting the same max height value as in RoR. Nothing much complicated.

    Also, RoR height maps aren't in power of 2 size, so you might resize then (ex. 1025x1025 to 1024x1024)..
     
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