MapConvNG

MapConvNG is a complete rewrite of MapConv to work flawlessly on linux and on windows (But it doesn't yet). It also contains smfdecompiler.

Contents

Download

Sources

git clone git://github.com/tizbac/SpringMapConvNG.git

https://github.com/tizbac/SpringMapConvNG

Reformatted Help Output

Usage: 

springMapConvNG [options…] -t <texturemap> -o <output filename>

General Options:
-h			help
-o <string>		output file name

Map Options:
-features <string>	features file
-minimap <string>	minimap image [1024x1024]
-maxh <float>		white height value
-minh <float>		black height value
-noclamp		Disables height map clamping, explained below.
-smooth			Smooth

Texture Map Inputs:
-h <string>		height map, [texture_x / 8 + 1, texture_y / 8 + 1]
-m <string>		metal map, [texture_x / 16, texture_y / 16]
-t <string>		texture map, Dimensions must be divisible by 1024
-v <string>		vegetation map, [texture_x / 32, texture_y / 32]
-z <string>		type map, [texture_x / 16, texture_y / 16]

Compilation Options:
-ct <integer>		compression type 1,2,3 or 4 explained below.
-ccount <integer>	compare_tilecount
-th <float>		compression level

Feature file:
Each line is a feature instance and has the fields in the following order
[tdfname] [xpos] [ypos] [zpos] [rotation yaxis]
Please do not leave whitespaces at the end or it will give errors.
If you specify less than -490000 as ypos , it will calculate ypos
depending on terrain height

noclamp:
disables heightmap clamping to max-min values , you should avoid using that,
cause you lose precision, if you want less high landscape use maxh and minh

Compression Type:
1: No compression 
2: Fast compression , compare tile with last -ccount tiles , take first
   which difference is below -th
3: Insane Compression: compare each tile with whole map , it is very SLOW,
   not recomended
4: High quality Fast compression: Slightly slower than 2 , it searchs for
   less different tile in last -ccount tiles

Suggested Parameters

-ct 2 : Compression Type , 1 is no compression at all , 2 - Compresses but comparing with limited set of tiles , 3 - Compares with ALL tiles , it can take ages to compile , you've been warned!

-th 0.03 : Compression Level , Higher compresses more , but adds more artifacts, 0.03 is a good compromise

-smooth : Does a bit of gaussian blur on HDR heightmap , it is especially useful when loading 8 bit images


 
 

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