Transport Fever 2

Transport Fever 2

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1km Terrain Map Brushes
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179.814 MB
4 Sep, 2021 @ 12:14pm
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1km Terrain Map Brushes

Description
!! READ INSTRUCTIONS BEFORE TRYING TO USE !!
This is what I could call an "advanced" mod - it is not something that will work out of the box (unless you really like Glossop and Hadfield), and that is by design.

It exists solely as a utility to bring map data into the game at 1:1 scale and paint it onto the terrain.

For the sake of ease of experimenting with it and seeing what it does, I'm including some Ordnance Survey data of a small area of the UK.
You can use the provided map tiles with this height map of the same area: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2593538290
Maybe someone will make a nice recreation of that area :)

To make proper use of this mod for different locations, you are required to provide it with 16 different 4096x4096 DDS files, called A1.dds, A2.dds, A3.dds, A4.dds, B1.dds.. etc all the way to D4.dds.

What it will do is provide paint brushes for these images to paint them to scale on the terrain - it's tailored for a "tiny" 4km map size. Each brush is called A1, A2, etc, and can be found in the badgerhax category on the paint tools.

I haven't tested it on other map sizes because I am not crazy enough to want to detail anything bigger to this level of accuracy.
As long as the other map sizes are some multiple of 1000m then it will probably work, but you'll still only get 1km tiles to paint, so you'll have to detail your map in segments and replace the tile images as necessary.

How do I make the tiles it needs?
If you already know where to get height and image data and how to use a GIS tool such as QuantumGIS to process it, then what you need to do to prepare these tiles is
1. export your imagery layer as a VRT using your height map extents
2. set its resolution columns and rows to 16384
3. set the tile max columns and rows to 4096
4. after creation, take each file into GIMP or some other image editor and flip each file vertically - DDS files are loaded upside down ingame
4a. (optionally) draw a border around the edge of each tile to help you see the edges in game
5. save each tile as DDS using the naming convention noted above

If you don't know how to perform these steps but want to learn how to do this, watch the the video tutorial: https://www.youtube.com/watch?v=fxhXsaQyY-s

It covers both generating a height map, and the steps above to generate image tiles to draw onto it.

Removal from save games
Once you've placed roads etc over the maps, naturally you want to get rid of the overlay.
In all my usage and testing so far it seems to be safe to simply remove the mod from the save, even if you had still left the maps painted on the terrain.
When you load the save without the mod enabled, the places where you painted these textures simply default to the original grass texture.
19 Comments
aum 24 Nov, 2024 @ 1:32pm 
my bad, .dds files were oversized
resized to 4096x4096 did the trick
now i need to figure how to use 256 tiles for 16x16 km very large map
aum 24 Nov, 2024 @ 10:44am 
aargh, i keep getting
error message: size mismatch
file names: res/textures/terrain/dirt_albedo.dds
res/textures/terrain/maps/A1.dds

i followed instructions on yt, got heightmap, this works ok
then i make tiles (1k, and 4k which i need), copy 1k tiles to workshop folder
when i start tf2 from steam (windows) i get unknown exception popup

re-tried over & over again

thx for sharing
The Philosophers Legacy 11 Nov, 2024 @ 4:53am 
@badgerhax the solution is to do 16 tiles (or 24 if you follow Cpt Pain method below) painted on the map then lay the roads delete the textures and then paint the next 16 texture squares then lay road and track delete the textures and rinse and repeat a lot, it'll feel a lot like adding mods to a steam collection.
basilhorn 29 Jan, 2024 @ 2:05pm 
@badgerrhax. Ok. I've been experimenting with Megalomaniac size map. I figured I need 576 tiles, i.e. 24x24. I've created DDS files and LUA files accordingly and put them into the folders of the mod. There is a problem with downloading a saved game with the mod enabled. It crashes. The issue is that the paint tool can fit not more that 255 texture tiles. If there are more than 255, the game crashes. Now, question. Is there a way to walk around the issue? Or, what LUA file can be adjusted that it will allow to fit more than 255 tile into paint tool? Any ideas? Thanks a ton.
Sedge 3 Apr, 2023 @ 5:00pm 
Y'all are insane. Someday I might have time to do this right.
Cpt Pain 25 Feb, 2023 @ 2:52pm 
Edit: I have managed to add more tiles by changing the values in LUA files. It seems like copy and paste were causing issues. I went into the files and changed the Name, File location and Order values to those for tiles 17-24 and got it to work. Now just 552 more LUA files to edit and it should work for a full megalomaniac map. Once again, thanks for a great mod with loads of potential
Cpt Pain 25 Feb, 2023 @ 3:41am 
Great mod. I am experimenting with a Megalomaniac sized map. Is there any way of making the mod accept more than 16 tiles in one go? I have a very limited understanding of this but is it as simple as there being a few lines of code that tells the mod how many files to look for and the name? I am trying to find a way to have an entire Megalomaniac size map painted at once. TIA
PrimelloTV 8 Apr, 2022 @ 2:22am 
I need A1 - x24 :) Can u please update?
fuzzy  [author] 4 Jan, 2022 @ 10:08am 
Should be able to change detailSize in each of the terrain_material files from 1 / 1024 to 1 / 4096
n00t_NAFO 2 Jan, 2022 @ 7:02am 
Can I change the tiles to 4x4 km just by changing a small line of code? Or is it hardcoded?