Hey Guys! I've been working on a tool that I've chose to call BF2DDSAssembler, and what it does is it combines your color/detail maps into a single PNG image. It will also allow you to break it up back into proper encoded txXXxYY.DDS files.
I've made a little guide/preview of the tool which can be viewed here:
Here's a more robust and thorough list of all options and how to use them.
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Show X/Y: Shows the coordinates of the different tiles.
Show Grid: Shows a grid to easier see where a tile ends.
Invert Text Color: Inverts the color of the text so it's easier to see on dark images.
Colormap: Specifies that you're loading/saving a colormap.
Detailmap: Specifies that you're loading/saving a detailmap. When checking this the _1 to _6 options will become available so that you can specify which detailmap you'll want to load.
Use CUDA: Uses CUDA for GPU encoding of the .DDS images, making it faster than normal saving.
Editor Folder: Uncheck this whenever you're NOT loading a color/detailmap that's in yourlevel\editor\...
NOTE: Always double check your settings prior to loading and saving images/maps. Failing to do so can cause them to be encoded with wrong formats, save insufficent images and make you feel bad.
Load Folder..: Loads all the txXXxYY.DDS files in the specified folder.
Save as seperate images: Saves the currently loaded image(s) as seperate txXXxYY.DDS files.
Combine to single image: Combines the currently loaded image(s) in to a single .PNG file.
The source code can be found under a Creative Commons Attribution 4.0 International License on github.com.
For more info regarding licenses please refer to the license file
Other than that, have a good one!
//PeppeJ
I've made a little guide/preview of the tool which can be viewed here:
YouTube Video | |
Here's a more robust and thorough list of all options and how to use them.
Usage

Preview windowHere you can see a preview of what your maps/image will look like combined/split.
Show X/Y: Shows the coordinates of the different tiles.
Show Grid: Shows a grid to easier see where a tile ends.
Invert Text Color: Inverts the color of the text so it's easier to see on dark images.
Map SizeThe size of your map, it's important to have this set to the correct size both while loading and saving images. If it's not the correct size it will not load enough images, or save it to the wrong size.
Image OptionsThese options allows you to pick what type of map you want to load and save to.
Colormap: Specifies that you're loading/saving a colormap.
Detailmap: Specifies that you're loading/saving a detailmap. When checking this the _1 to _6 options will become available so that you can specify which detailmap you'll want to load.
Use CUDA: Uses CUDA for GPU encoding of the .DDS images, making it faster than normal saving.
Editor Folder: Uncheck this whenever you're NOT loading a color/detailmap that's in yourlevel\editor\...
NOTE: Always double check your settings prior to loading and saving images/maps. Failing to do so can cause them to be encoded with wrong formats, save insufficent images and make you feel bad.
ButtonsLoad Image..: Loads a single image, make sure it's the right size (1024, 2048 or 4096, depending on your map size).
Load Folder..: Loads all the txXXxYY.DDS files in the specified folder.
Save as seperate images: Saves the currently loaded image(s) as seperate txXXxYY.DDS files.
Combine to single image: Combines the currently loaded image(s) in to a single .PNG file.
Download & Source codeThe current release version is 1.1 and can be found on the Github releases page
The source code can be found under a Creative Commons Attribution 4.0 International License on github.com.
For more info regarding licenses please refer to the license file
PrerequisitesRequires .NET Framework 4.5 and only runs on Windows. (I've only tested 10 but I assume it works fine with XP and above)
IssuesPlease report any issues or crashes on the github issues page, and please provide as much info as you can (how to reproduce etc). For any other general questions post away!
Other than that, have a good one!
//PeppeJ