Transport Fever 2

Transport Fever 2

Create your own game world!
Give your game a personal touch and change it to your liking. Create, share and install mods. Customize the game with new landscapes, vehicles, stations, assets and more.
Creating Transport Fever 2 maps from heightmaps
I'm very familiar with creating maps for Transport Fever 1, but from what I've seen so far the map format is changed entirely from a heightmap system to a savegame system. How do I replicate my custom maps (from my heightmap data) in TpF2 format (for publishing in the Workshop)?
< >
Showing 1-15 of 16 comments
𝓕𝔁 2 12 Dec, 2019 @ 4:20pm 
There's an option in the map editor to import a heightmap.

https://www.youtube.com/watch?v=DeShbkcErT8
Last edited by 𝓕𝔁; 12 Dec, 2019 @ 4:21pm
SoftwareSimian 10 13 Dec, 2019 @ 10:44am 
Thanks for the video. I find it nonintuitive to have to "create" the map first before importing the heightmap, but what totally blocks me is how do I create a blank map that exactly matches the size of my heightmaps, which dimensions all conform to the mod256+1 rule of TpF1 but none of my maps exactly match the specific "tiny","small","medium" sizes (with or without aspect ratio multipliers). Have UG really broken it so bad that I can't port my TpF1 maps?
𝓕𝔁 2 13 Dec, 2019 @ 11:32am 
I have only made one map which I used experimental map sizes for.
Although I did import initially a 4097x4097 height map, it worked fine.

My megalomaniac map is 6145x6145

SoftwareSimian 10 13 Dec, 2019 @ 12:19pm 
Assuming the named sizes are the same as TpF1
:1 :2 :3 :4 :5 Tiny 1025 1025 2049 3073 4097 5121 Small 2049 2049 4097 6145 8193 10241 Medium 3073 3073 6145 9217 12289 15361 Large 4097 4097 8192 12289 16385 20481 Huge 5121 5121 10241 15360 20481 25601 Megalo 6145 6145 12289 18432 24576 30721
and excluding the sizes that exceed 1:1 Megalomaniac (~36M)
:1 :2 :3 :4 :5 Tiny 1025 1025 2049 3073 4097 5121 Small 2049 2049 4097 6145 8193 10241 Medium 3073 3073 6145 9217 Large 4097 4097 8192 Huge 5121 5121 Megalo 6145 6145
SoftwareSimian 10 13 Dec, 2019 @ 12:23pm 
But my maps are all non-standard sizes:
12289 x 1281 (Canada Transcontinental)
7681 x 2049 (Fraser Canyon)
8193 x 3073 (Greater Vancouver)
3329 x 2305 (Prince Edward County 3k)
6145 x 4353 (Prince Edward County 6k)
3073 x 7169 (Saskatchewan 7k)

With a two exceptions:
8193 x 2049 (Vancouver Island 8k)
8193 x 4097 (Vancouver Island South 8k)

Those last two I can probably import into the TpF2 mapmaker, but has UG really made it impossible to have more interesting map sizes that was easily possible in TpF1? I hope they fix this...
Spearin 5 14 Dec, 2019 @ 6:18am 
Hey SoftwareSimian, I'm looking forward to your maps!

The dimension numbers are the same (i.e. 4097, 8193), however...

From what I've explored so far, yes the ratios are set to 1:1, 1:2, 1:3, 1:4, 1:5. Also those > 1:1 need to be rotated 90 degrees.

Experimental map sizes go up to, I think, 24x24 km.

I've basically started over with new heightmaps from the same areas as my previous maps, but also my process has changed since I last made them.

In game, open the Map Editor and set up your parameters for vehicles, climate, etc. Also set the map ratio.

Then once you start the map, import your heightmap.

The BEST thing is to be able to set min-max elevation and water levels and see the result before generating. The other great improvement are the landscape shaders for different textures at elevation.

Been working on a 8193 x 8193 Huge (experimental) map size.
SoftwareSimian 10 14 Dec, 2019 @ 11:46am 
I spent a huge amount of time generating viable heightmaps for the areas of my maps, I really don't understand why UG would deliberately break compatibility with previous dimension conventions, since I'm virtually certain the game engine still supports mod256+1 dimensions, not just the named sizes.

Really, if they insist on deprecating the heighmap system as a map mod, they should have provided a simple conversion utility to allow importing an existing heightmap.png+map.lua to pre-populate the landform (including water height), city names and placement, industry name/placement, etc.
Last edited by SoftwareSimian; 14 Dec, 2019 @ 11:47am
CashonWheels 14 15 Dec, 2019 @ 1:26am 
Some of my custom maps go right into the editor without any issue. Others get spit out. SS your right these limited dimensions make my older maps look weird. Every custom map starts in 1850! not Me!

EDIT: Some of my maps had a alpha channel layer in them. The solution was to remove the Alpha channel, now the all work!.
Last edited by CashonWheels; 20 Dec, 2019 @ 10:24pm
𝓕𝔁 2 15 Dec, 2019 @ 3:27pm 
Originally posted by CashonWheels:
Every custom map starts in 1850! not Me!

You can specify the start date by clicking the date, lower right, in the map editor.
Not sure if players can specify it on starting a new game, I didn't pay attention since I always start in 1850 myself :P
Last edited by 𝓕𝔁; 15 Dec, 2019 @ 3:28pm
@Simian,
I think as long as your images are 16 bit greyscale, you should be able to import them. However, dont select anything other then 1:1 ratio or it will distort the current dimension. Ie a 1:2 ratio will double the height of the heightmap.

That's my limited experience so far
SoftwareSimian 10 15 Dec, 2019 @ 5:18pm 
You can import the heightmap sure, but the map editor simply stretch-fits it to the dimensions of the map size you selected. For example, my Greater Vancouver map imported into a 1:1 Megalomaniac size map:
https://i.imgur.com/YkLPB8K.jpg

Note the "tip" in the bottom-left that claims the heightmap requirements are still mod256+1, and yet there is no provision in the map editor to actually use (all) those size combinations.

I'll put in a support ticket with UG, but for now at least I'll have to re-edit my heightmaps to best-fit to a "standard" dimension, which doesn't always work well, but I don't see any other option.
Ah yeah. I can see the issue now. Out of curiosity, if you rotated your png file 90 degrees and then import at 2:1 ratio, what effect does that have?
SoftwareSimian 10 16 Dec, 2019 @ 5:04am 
If the heightmap aspect ratio can be one of 1:1 through 1:5 then fine, it's (sortof) workable, but Greater Vancouver for example is a ratio of 10:3 which doesn't fit nice with any provided ratio.
I waiting to hear back from UG if they have any solutions or upcoming fixes.
So ideally we want to replace the ratio options in the import tab section with the facility to input our own width and height numbers in pixels. To me that seems reasonable and doable if my assumption is correct.
SoftwareSimian 10 16 Dec, 2019 @ 9:29am 
What, in my opinion, would be ideal:
The initial dialog where you select the size and aspect of the blank map should have an alternate path where you can select your existing heightmap and it creates the size of the blank map from that. If your selected heightmap doesn't conform to mod256+1 dimension rules it should give a warning (and possibly offer to crop or scale to the nearest mod256+1).
What it should also do, in the map editor (and possibly also on the initial screen), is offer to import the TpF1 map.lua to set the placement of cities and industries.
I've spent dozens of hours handcrafting maps for TpF1 but in the current state I need to basically redo everything for TpF2, when I really shouldn't have to.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: 12 Dec, 2019 @ 3:44pm
Posts: 16