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We'll continue the Beginners Guide from the previous page; this Importing a Colormap page is purely informative. If you want to go through the steps on this page yourself then it's a good idea to save your level now, that way you can easily return to the level as it was at the end of the previous page.

In our small level we've painted all the low and high-detailed textures ourselves. However, when making an entire game we'd most likely make much larger levels that include much more detail in respect to where color goes. To paint all that terrain by hand would take weeks, if not months. That's why many people use tools such as World Machine to generate an incredibly detailed colormap that they can simply put on top of their heightmap. Here we'll explain how this process works..

Start a new level and import the heightmap again.

In the Terrain Editor, go to File -> Export/Import Terrain Texture. This opens up a new window with a top-down overview of the entire level:

Click on the image on the left. This is one terrain texture tile, currently set to 64, which is half of our terrain texture resolution. Select the tile by clicking on the picture. It will turn grey to show you that it's been selected. Now click the Change Tile Resolution button and pick 128x128 from the drop-down list.

This has now set our terrain texture resolution to the same as our heightmap. Make sure that the texture dimensions are the same as the tile resolution, otherwise it will produce an error.

With the tile still selected, click Import and select a colormap of the same size as the level (128x128) or larger. The larger the colormap that you import, the more detailed it will be on this scale. For the purpose of this guide, we'll use FishingLakeCM.bmp, which you'll find in
C:\Users\<User Name\AppData\Local\CRYENGINE Launcher\Crytek\CRYENGINE_V_Beginners_Pack_XXX. Once selected, click Close on the Import tool and the terrain color will update. Fly up high and check the alignment of the colormap on the terrain. Are the black and white default tiles covering the higher parts of the level? That's good, because this would later be replaced by snow.

Now your terrain should look something like this:



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