MapConvNG is a complete rewrite of MapConv to work flawlessly on linux and on windows (But it doesn't yet). It also contains smfdecompiler.
- debian package
- Ubuntu ppa
- Forum Thread: http://springrts.com/phpbb/viewtopic.php?f=13&t=26669
git clone git://github.com/tizbac/SpringMapConvNG.git
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
-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