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PhotoShop Surface Mask

This guide assumes that you have completed the initial steps to start your map project, obtained your satellite map, and have a basic understanding of the purpose of your surface mask.

I will be using a gtt_satmap.bmp exported with Game Terrain Tools plugin on QGIS.

Requirements

  • Adobe PhotoShop
  • Satellite Map
  • RGB references from your layers.cfg file
  • This Reference Image of terrain textures in-game may also help you along the way.

Getting Started

Open your sat map image in PhotoShop.

Step One Open your satellite map image in PhotoShop


In your toolbar: Select > Color Range

Step Two Go to Select > Color Range in the toolbar


  • You'll be presented with the Eyedropper Tool as well as the Color Range modal.

Step Three Adjust the Fuzziness slider and select a sample area.


For this guide, I will select the dense forestry area to isolate the majority of trees into their own layer.

Step Four Dense forestry area selected with Fuzziness set to 60


  • CTRL+C to Copy the Selection.

  • CTRL+V to Paste it into a new Layer.

Step Five Hide your Alpha layer, select your new one.

  • Select > Color Range again, grab a sample from the new pasted layer, click OK to regain the selection.

With the area selected, open your Color Picker in the top right by double clicking the the two boxes on the side of it.

Step Six Enter your desired terrain RGB values in the highlighted areas shown above.

Remember: Reference Image will assist in this, but ensure you're using the values defined in your layers.cfg as they may vary.


  • Open the Brush Tool with B - may help to adjust your size to the maximum.
  • Start painting away. Only the selection will be applied. Step Seven Rename your layers as you go to the terrains to help you easily identfy them.

Tip: Rename your layers as the terrain textures as you go to help you easily identfy them.


Repeat the Process

You'll want to repeat these steps for each area you want to define within your mask.

Step 8 Doing the same for the Snow covered areas, so on and so forth.


Tips: Allow yourself up to 6 types of materials while doing this.

  • You can further refine & tune in areas where you are certain that the limit of 6 "materials per cell" is not going to be exceeded.

  • Depending on the complexity of your map, you may want to limit yourself to 4-5 layers of terrain colors.

  • This will allow you to add a layer for your Road shapes if you so choose to do so at the end (which I will cover later), as well as consideration of leaving yourself an available layer for a background material to be placed in (i.e. grass, etc.)

  • You can Quick Export as PNG by right-clicking a layer once it's complete. Save these to your source folder for safe keeping just in case you need to revert or make some adjustments going forward.


Merging Down Layers

  • Once you have completed the process a few times, the results should be something similar.

Step 9

  • Arrange the order of your layers to work as you desire, this will help to cover any areas that you want to be more prominent over any overlapping selections that may have been painted during the process.

Step 10

  • Once you're happy with the arrangement, you can right-click & Merge Down each layer starting from the top of the list and working your way down.

    • Do NOT merge them into your Alpha satmap image.
  • Go ahead & Quick Export as PNG this merged version to your source for safe keeping as well.


Background Material

  • For your background material, copy & paste and existing layer, select it, and open up your Color Picker.
  • Set your desired RGB value and paint the entire layer.

Step 11

  • Arrange the layer between your merged version and Alpha image: Step 12 This will fill in any open transparent areas. So far, we are at 5 materials total.

  • Merge your merged version down on top of it.


Adding Road Shapes

Basically, from your project in Terrain Builder:

  • Hide all Raster layers.

Step 1_Roads

  • Hide all Object layers.

Step 2_Roads

  • Hide all Shapes with the exception of your road shapes.

Step 3_Roads

  • You can refine road shape(s) outline width to better outline your actual roads according to their respective parts.

  • With the shapes/polylines you wish to adjust selected:

Adjust Shape Width

  • Apply a terrain texture to your road shapes by right-clicking a shape layer and selecting your desired choice. (i.e. cp_concrete1)
    • These are defined in your layers.cfg file.
  • This will apply that assigned terrain texture material's RGB to the shape(s).
  • Be mindful:
    • If you're applying numerous terrain textures to your shapes; these do count against the limit of total "materials per cell" (tile).

Step 4_Roads

  • File > Export > Shapes as Imagery ..

Step 5_Roads

  • Save this export to your source folder for safe keeping.

You don't need to:

  • Select create a surface mask in your TB project.
  • Apply a background material.

Step 6_Roads

  • This should give you a .png of your road shapes and a black background.
  • Drag & Drop this into PhotoShop from where you chose to save the export it to.
  • Select > Color Range > Grab the black background areas > Hit Delete key.

Example of Roads Export

  • You may need to repeat this process or utilize the Magic Wand Tool to get any background areas that were not auto-selected.

Roads_to_PS

  • Once you've removed all the black background areas, CTRL + A to select the entire image.
    • Copy & Paste this as a layer into your active project where your mask is located.

Select ALL

  • Place this layer on top of your merged version in the Layers tab of PhotoShop.
  • Merge it down so that it overlays everything else.

Results Example


Converting .png to .bmp

Importing .png files into Terrain Builder can take a significant amount of time.

In order to expedite the process, you will want to ensure that your .png version is converted to .bmp

This can easily be done on sites like Convertio and Online-Convert for free.

Keep in mind Convertio does have a 100mb file size limit; Online-Convert, does not.

  • Usually, your surface mask will meet the file size limit; for Satmaps, utilize Online-Convert

Convert the images; download the results.

Your new .bmp version will be larger in file size than the .png but will import into TB much faster.

If your working with a .bmp file already, Photoshop should provide the option to:

Saved As.. .bmp