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PlayerUnknown's Battlegrounds & Fortnite | Terrain Maps - Heights and Normals

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PUBG & Fortnite | Terrain Maps

PlayerUnknown's Battlegrounds currently features seven maps: Erangel, Erangel Classic, Miramar, Sanhok, Vikendi, Karakin, and Camp Jackal. This repository provides information and scripts for extracting elevation and normal maps from the game's sources.

Please note that all preview images are downscaled to 8-bit 512px × 512px and should not be used for rendering (normal data is downsampled using bicubic resampling).

Erangel Height Map Erangel Normal Map
PUBG - Erangel elevation preview PUBG - Erangel normal preview
Erangel Classic Height Map Erangel Classic Normal Map
PUBG - Erangel Classic elevation preview PUBG - Erangel Classic normal preview
Miramar Height Map Miramar Normal Map
PUBG - Miramar elevation preview PUBG - Miramar normal preview
Sanhok Height Map Sanhok Normal Map
PUBG - Sanhok elevation preview PUBG - Sanhok normal preview
Vikendi Height Map Vikendi Normal Map
PUBG - Vikendi elevation preview PUBG - Vikendi normal preview
Karakin Height Map Karakin Normal Map
PUBG - Karakin elevation preview PUBG - Karakin normal preview
Camp Jackal Height Map Camp Jackal Normal Map
PUBG - Camp Jackal elevation preview PUBG - Camp Jackal normal preview

Fortnite

Apollo Height Map Apollo Normal Map
Fortnite - Apollo elevation preview Fortnite - Apollo normal preview
Papaya Height Map Papaya Normal Map
Fortnite - Papaya elevation preview Fortnite - Papaya normal preview

Please note that the Fortnite map should be rotated by 90° counter clockwise (and the normals converted accordingly).

How-To/DIY

Please note that the following steps might change with respect to the PUBG version, asset provisioning, and structure.

  1. Download UE Viewer by Gildor (umodel.exe).
  2. Locate your PUBG directory, e.g., C:\Program Files (x86)\Steam\steamapps\common\PUBG.
  3. Open your PUBG directory in UE Viewer, overriding game detection to 'Unreal engine 4.16'. Please note that the PAK files are AES encrypted (try Googling for the AES key, e.g., on Reddit or Gildor's forums).
  4. Filter for HeightMap or Texture2D_ (optional step)
  5. Export all heightmaps. This should create a UmodelExport\Game\Maps\Baltic\Art\HeightMap (Erangel), UmodelExport\Game\Maps\Erangel\Art\Heightmap (Erangel Classic), UmodelExport\Game\Maps\Desert\Art\Heightmap (Miramar), UmodelExport\Game\Maps\Savage\Art\Heightmap (Sanhok), UmodelExport\Game\Maps\DihorOtok\Art\Heightmap (Vikendi), UmodelExport\Game\Maps\Summerland\Art\HeightMap (Karakin), or UmodelExport\Game\Maps\Range\Art\Heightmap (Camp Jackal) folder in your current working directory.
  6. Run pubg-tga-slice.py for extracting and encoding the relevant tile data into lossless 16-bit and 8-bit pngs:
.\pubg-tga-slice.py -p .\UmodelExport\ -m erangel
.\pubg-tga-slice.py -p .\UmodelExport\ -m erangelclassic
.\pubg-tga-slice.py -p .\UmodelExport\ -m miramar
.\pubg-tga-slice.py -p .\UmodelExport\ -m sanhok
.\pubg-tga-slice.py -p .\UmodelExport\ -m vikendi
.\pubg-tga-slice.py -p .\UmodelExport\ -m jackal

...or for Fortnite extraction:

.\fortnite-tga-slice.py -p .\UmodelExport\ -m apollo
.\fortnite-tga-slice.py -p .\UmodelExport\ -m papaya
.\fortnite-tga-slice-athena.py -p .\UmodelExport\ -m athena

That's it. If the script exits without errors there should be lossless height and normal maps in the current working directory.

How-To/DIY | DEPRECATED (ubulk approach)

Please note that the following steps might change with respect to the PUBG version, asset provisioning and structure.

  1. Download the UE4 pak-file Unpacker by Haoose v0.5 (ue4pakunpacker.exe) - google for it, the sha256 hash of my file (latest) is (925565C55FF849BFAF6D1702BB69958D36325126099B4953384B772601CEB913) and it seems to be legit.
  2. Locate your PUBG directory, e.g., C:\Program Files (x86)\Steam\steamapps\common\PUBG.
  3. Unpack TslGame-WindowsNoEditor_erangel_heightmap.pak or TslGame-WindowsNoEditor_desert_heightmap.pak for Erangel or Miramar respectively. This should create a TslGame folder directly in C:, i.e., C:\TslGame\Content\Maps\Erangel\Art\Heightmap or C:\TslGame\Content\Maps\Desert\Art\Heightmap respectively comprising all resources required.

I tried to run steps 1. to 3. via a script as well but couldn't settle on how to provide and handle ue4pakunpacker yet. Feel free to have a look in pubg-pak-unpack.py. The following script requires the pip packages: numpy, pypng, and Pillow.

  1. Run pubg-ubulk-slice.py for extracting and encoding the relevant tile data into losless 16bit and 8bit pngs:
.\pubg-ubulk-slice.py --map erangel -tsl C:\TslGame --lod 0
.\pubg-ubulk-slice.py --map miramar -tsl C:\TslGame --lod 0

That's it. If the script exits without errors there shoud be 8192px × 8192px losless height and normal maps. The --lod parameter can be used for level of detail of --lod 0 (8k map), --lod 1 (4k map), and --lod 2 (2k map).

Details on the Map Encoding

Elevation and normals are packed into 512px × 512px × 32bit tiles. The first byte and the fourth byte are the 8bit coefficients of the normal. The second and third bytes encode a 16bit elevation/height. Moreover, every .ubulk tile file encodes the 512px × 512px tile as well as additional downscaled variations (mipmaps), probably LOD1 and LOD2. The binary size of each tile file accumulates to: 512px [width] × 512px [height] × 4bytes [1byte per channel] × (1 [lod0] + 0.25 [lod1] + 0.0625 [lod2]) = 1376256bytes = 1.31MiB

The following paragraphs enumerate the relevant tiles: the first two indices identify the Heightmap_x#_y#_sharedAssets group/directory, the following array contains the indices of tiles with normal/elevation data encoded.