As promised, MAPConv 0.6 is available:
http://www.floridasun.co.uk/TAS/MapConv_v0_6.zip
It combines all previous patches:
allows larger than 26x26 maps
No trees or grass on green of main texture
new command line option "-e" to use my edge priority compression method
Feature placing using the metal map (see start of this thread for more details)
also allows custom bitmaps to be placed on the terrain similar to the way the geovent bitmap is placed.
Green channel values on Metal map. 1 pixel = 1 feature.
128=Grass (Doesn't show up in my version of Spring.)
200 to 207=Pine type Tree
208 to 215=Broadleaf type Tree
220 to 235=Splat bitmap (useful for metal patches or maybe scorch marks etc)
255=Geovent
eg.
220 will splat bitmap named "splat0.bmp"
225 will splat bitmap named "splat5.bmp"
Notes about splat bitmaps:
They should have dimensions that are multipes of 32
magenta (v.bright purple) is used as transparent. rgb(255,0,255)
The position of the pixel on the metal map marks the center point of the bitmap
I've also included the metal patches I've been using and a new geovent with magenta background.
This version was used this to create Green Isles v2.
This is as far as I'm going to take MAPConv with regard to features on the metal map - although I agree that its a convenient way to mark the placing of features I find its a complete b*tch when you're looking at a huge bitmap to see how many geo's you've got and which trees are which.
Time for a proper MapEditor!
