My SMF/SMT Map Decompiler

My SMF/SMT Map Decompiler

Discuss maps & map creation - from concept to execution to the ever elusive release.

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prodigy
Posts: 14
Joined: 19 Apr 2009, 04:58

My SMF/SMT Map Decompiler

Post by prodigy »

I have made a map decompiler. You can download it here:

http://mapc.googlecode.com/files/mapdeconv.zip

unzip this and put the mapdeconv.exe in your path.

To use it, unzip the sd7 spring map file. For example:

Code: Select all

7z e SmallDivide.sd7
mapdeconv.exe SmallDivide.smf
If all goes well, it will output three files:

heightmap16bit.raw
metalmap.bmp
texture.bmp

Now you can important the height map into another program like L3DT and create a new texture for example to change the climate.

The texture.bmp that is output seems to lose some quality due to the lossy DXT1 compression.

I will add type map and feature map output in the future.

Source code is availble http://code.google.com/p/mapc/source/br ... /mapdeconv
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: My SMF/SMT Map Decompiler

Post by Otherside »

nice i will deffo be making remakes of some maps with this programs using l3dt :]
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: My SMF/SMT Map Decompiler

Post by AF »

Good work ^_^
prodigy
Posts: 14
Joined: 19 Apr 2009, 04:58

Re: My SMF/SMT Map Decompiler

Post by prodigy »

Using mapdeconv I have got the height map from DeltaSiegeDry and am experimenting with L3DT using that height map.

The only catch with the raw height map is that when saving the project in L3DT, you have to change the heightmap format in the preferences.
Atorpy
Posts: 41
Joined: 11 May 2006, 08:57

Re: My SMF/SMT Map Decompiler

Post by Atorpy »

Hi Prodigy,
Prodigy wrote: The only catch with the raw height map is that when saving the project in L3DT, you have to change the heightmap format in the preferences.
Oops, I'll fix that for the next release. I apologise for the inconvenience.

For what it's worth, L3DT also includes a map decompiler that loads SD7 files. You can access it from the 'Extensions->L3DTio_Spring->Import->Spring map file' menu option. Please note that this feature was buggy on multi-core systems in previous releases, but this has been fixed in the latest build of L3DT Pro (v2.7 build 8).

Cheerio,
Aaron.
Senethril
Posts: 42
Joined: 04 Oct 2013, 18:20

Re: My SMF/SMT Map Decompiler

Post by Senethril »

I tested it but i receive theses lines or errors:
Voltic Plateau v2.smf:1: '=' expected near 'map'
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: My SMF/SMT Map Decompiler

Post by Forboding Angel »

jsut use l3dt to unpack them.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: My SMF/SMT Map Decompiler

Post by PicassoCT »

Can one use svg by now to make maps?
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