Introduction
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A tool written in C# to import grayscale heightmaps in DO:S and DO:S 2. There is also functionality for L3DT in the DO:S version but support for that has ended and there is no way to know if it still works like it did four years ago.
Current version
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V2.1.1 Download
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https://github.com/Celludriel/DOS_Terrain_Importer/files/1337059/DosTerrainImporter_v2.zipInstallation
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Just unzip the zip file in a convenient folder and open up Dos_Terrain_Importer.exe. This program is safe and can be checked by the community on my open source github. The .net framework is needed to make the program run, although this is installed on a lot of computers by default now. Should it not work try downloading the latest version of the .net framework runtime
Usage
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Step 1: create a heightmap
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- Create a bmp file with dimensions (patchsize*33) x (patchsize*33).
- Draw your heightmap with greyscale tints where 0 is the lowest point and 255 is the highest point. I have experimented with different bit depts but saving as a 16 bit image seems to be the safest safe.
Step 2: create a terrain in divinity engine 2
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- Create a new terrain in the level you are working on and make sure the patch size is the size you used in the formula determining the width and height of your heightmap
- Save your terrain in the engine
- Go to your divinity original sin 2 install directory and navigate to your project where your terrain is saved. fe:
\Data\Editor\Mods\Godlings_7ffdb20a-bb9e-4ca6-a3d3-46a3d0c650d3\Levels\ImportTest100x100\Terrains
- Notice the presence of a .data file with a uuid in front
Step 3: doing the import
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- Open up the importer
- press the DO:S 2 button
- Browse for the .data file you just created
- Browse for the bitmap heightmap file you created
- Enter the min height, this is the height the black 0 value will be at
- Enter the max height, this is the height the white 255 value will be at
- Press generate. Generating the terrain is a destructive operation for all the heightmap data, once you press it all previous terrain changes will be overwritten by the new heightmap data.
Step 4: Reload the level
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- Go back to divinity engine 2 and choose reload level in the file menu. You should now see the imported heightmap terrain.