Battlefield Mapping Tutorials

Texture Editing

This tutorial was written for editing textures that are auto-generated using Battlecraft 1942 editor when you use the GENERATE SURFACE MAPS function of the editor.

Tools used for this tutorial:

Battlefield 1942 (obviously you need the game)
Battlecraft 1942
Adobe Photoshop 7.0 (older versions may differ slightly using certain tools, and possibly features)
DDS Plugin for Photoshop (
download here) only 200kb
TGA Splitter (
download here) only 17kb

First thing you want to do, is make sure you have generated the surface maps (textures) for editing.

ATTENTION: You do not want to edit the DDS files in the Textures folder inside your RFA, you can, but you're wasting your time.

This tutorial is broken down into the following steps:

Getting Photoshop ready to paint textures using the Pattern Stamp Tool

Preparing One Large Image to edit in Photoshop

Painting Textures using the Pattern Stamp Tool on your prepared image

Splitting the Large Image back into individual smaller images

Final Step To See Your Edited Textures In Your Map

Find out how many of the texture files you have first. Should be either 16 or 64. Open one, find out how big the image dimensions are (Image > Image Size). Lets say your image size for each texture file is 1024 x 1024 pixels and you have 64 texture files. They are in rows of 8 by 8, so you take 1024 and multiply that by 8, which will give you 8192. Create a new image with the size of 8192 x 8192. This is going to be one big ass image, so make sure your system has enough memory to perform this task, 512 MB should be sufficient. But be aware that once you make changes and save when you're done, it can take up to a few minutes, even with simple things such as moving around the large image. Myself, I use 1280 MB of DDR memory with a Dual Processor system, so things pretty much fly right along.

 

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Since July 21st, 2003