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
- Win32
- Win64
- debian package
- Ubuntu ppa
- Forum Thread: http://springrts.com/phpbb/viewtopic.php?f=13&t=26669
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