UnrealEd Terrain Rotate beta 0.80d

Author: <<-Strider->>, stelcontar@stelcontar.net, www.stelcontar.net

DISCALIMER: The author is not responsible for any damage or losses of any kind
caused by the use of this program. Usage of this program indicates acceptance
of these terms.


Installation:
        Place utrota.exe in the directory in which you will be exporting
UnrealEd heightmaps and alpha layers or place utrota.exe in a directory
included in your operating system's path (ie. c:\windows\). 


Description:
        Rotates and mirrors UnrealEd 3.0 heightmaps and alpha layers.
UTRota supports uncompressed .bmp and .tga files as exported by the
UnrealEd 3.0 texture browser. Finished .bmp and .tga files can be imported
directly into the texture browser.

NOTE: This program does not rotate or mirror "visibility". This will have to
be done manually in the editor. Simple rotating can be done in the editor by
specifying negative values for the terrain's x and/or y scale. (There were
bugs using negative terrain scaling in early versions of UT2004.)


Usage:

utrota file_in file_out mode# [x] [y] [bpp] [header] [trailer]

 Mode:
  1 rotates the entire terrain 180 degrees.
  2 rotates the entire terrain 90 degrees.
  3 copies and rotates terrain across a top left to bottom right diagonal.
  4 copies and rotates terrain across a top right to bottom left diagonal.
  5 copies and rotates terrain across a central horizontal line.
  6 mirrors terrain across a central horizontal line.
  7 mirrors entire terrain horizontally.
 x and y are the width and height in pixels (optional).
 bpp is bits per pixel (optional).
 header is the length in bytes of the header (optional).
 trailer is length in bytes of the trailer (optional).


Examples:

To rotate the exported terrain called "redbase1.bmp" 180 degrees:

utrota redbase1.bmp redbase1r.bmp 1


To rotate the exported alpha layer called "RBaseSnow5.tga" 180 degrees:

utrota RBaseSnow5.tga RBaseSnow5r.tga 1

------------------------------------------------------------------------
DOS Help:
        1. UTROTA is intended to be used in a command prompt. To open a
command prompt, goto Start/Run and type cmd.exe (click ok).
        2. Goto to the directory where you have exported your height maps and
alpha layers. You can use the commands cd and x: (where x is the drive letter)
to do this. For example, to change to the directory e:\mymaps\ctf-newmap type the
following commands followed by the enter key:

        e:
        cd \mymaps
        cd ctf-newmap

        or

        e:
        cd \mymaps\ctf-newmap

        NOTES: utrota.exe should be in the current directory or in the system's
path (see "Installation" above). Hitting the up and down arrows will scroll
through command lines you have previously entered in this command prompt session.

------------------------------------------------------------------------
Exporting/Importing help:


Exporting heightmaps from UnrealEd 3.0:

 1. Find the terrain heightmap in the texture browser. (It's location is
listed in the TerrainInfo properties under TerrainInfo/TerrainMap).
 2. Right click the heightmap in the texture browser and click
"Export to file." Save it as a 16-bit grayscale bitmap (.bmp).


Exporting alpha layers from UnrealEd 3.0:

 1. Find the alpha layer in the texture browser. (It's location is listed
in the TerrainInfo properties under TerrainInfo/Layers/[x]/AlphaMap where
x is the layer's number).
 2. Right click the alpha layer in the texture browser and click
"Export to file." Save it as a 32-bit Targa (.tga) file.


Importing heightmaps to UnrealEd 3.0:

 1. In the texture browser navigate to the location of your heightmaps
(usually under "myLevel").
 2. Select File/Import and find the heightmap you wish to import (it must
be a 16-bit Grayscale bitmap). Click "open". Uncheck "Generate MipMaps"
in the next window (the other 3 options should also be unchecked). Now
click "ok".
 3. Highlight the texture then goto Terrain Properties/TerrainInfo/.
Click TerrainMap so it is highlighted. Now click "use". It will now use
the currently selected texture in the texture browser as the heightmap.

Note: If you imported the heightmap using the same name as the current
heightmap, you will not see changes until you complete step 3 or move the
TerrainInfo actor.


Importing alpha layers to UnrealEd 3.0:

 1. In the texture browser navigate to the location of your alpha layers
(usually under "myLevel").
 2. Select File/Import and find the alpha layer you wish to import.
Click "open". Uncheck "Generate MipMaps" in the next window (the other 3
options should also be unchecked). Now click "ok".
 3. Highlight the texture then goto
Terrain Properties/TerrainInfo/Layers/[x] where x is the layer's number.
Click AlphaMap so it is highlighted. Now click "use". It will now use
the currently selected texture in the texture browser as the alpha layer.

Notes: If you imported the alpha layer using the same name as the current
alpha layer, the layer may appear distorted until you complete step 3 or
move the TerrainInfo actor.
	If you want exact symmetry you will need to adjust the
alpha layer's texture rotation in the TerrainInfo actor.

