PlayerUnknown's Battlegrounds currently features two maps: Erangel and Miramar. This repository provides information and scripts for extracting elevation and normal maps from the game's sources. In addition, the extracted maps are available as well in full, losless detail.
Please note that all preview images are downscaled to 8bit 512px × 512px and should not be used for rendering (normal data is downsampled using bicubic resampling).
Erangel Height Map | Erangel Normal Map |
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Download Height Maps | Download Normal Maps |
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Miramar Height Map | Miramar Normal Map |
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Download Height Maps | Download Normal Maps |
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Please not that the following steps might change with respect to the PUBG version, asset provisioning and structure.
- Download the UE4 pak-file Unpacker by Haoose v0.5 (
ue4pakunpacker.exe
) - google for it, the sha256 hash of my file is (A00A579504D0594BE15377DB5DE07D916AD5E1047D15AD555B5A109E71219B5E
) and it seems to be legit. - Locate your PUBG directory, e.g.,
C:\Program Files (x86)\Steam\steamapps\common\PUBG
. - Unpack
TslGame-WindowsNoEditor_erangel_heightmap.pak
orTslGame-WindowsNoEditor_desert_heightmap.pak
for Erangel or Miramar respectively. This should create aTslGame
folder directly inC:
, i.e.,C:\TslGame\Content\Maps\Erangel\Art\Heightmap
orC:\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
.
- 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).
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.