Mothers_MapConv - beyond-all-reason/springrts_engine_wiki_mirror GitHub Wiki

Download: http://springfiles.com/spring/tools/mapconv-no-scanlines-hack

The usage is the same as in MapConv, with the following exceptions: All features (including GeoVent/Tree/Grass) are now on their own FeatureMap. This is a 24bit bmp specified with the -f <featuremapname.bmp> flag. It should be 1/8th the resolution of your map. (i.e. 1 pixel smaller in each direction then your heightmap)

Tree's and GeoVents are placed on the green layer.

  • 255 Places a GeoVent
  • 200-215 Places tree types 1-16

MapConv will try to place these features in the exact spot you place them, it will then go into crackhead mode if it cannot.

Grass is the blue layer. The blue value maps to a 'pseudo-density' of the grass. The 'grass' map in the engine is very very low resolution, so be aware that you will not get nice linear results. 255=full grass, 0=no grass.

The red layer places 'Arbitrary Features,' aka wreckages. One pixel of red equals one feature. Red '255' gives you a feature of the first arbitrary type, 254 the second, 253 the third, and so on.

Using Mapconv

ok now you have your 4 maps, copy them into mothersmapconv folder

now you have to get mapconv to work. You can edit the .bat file or do this: goto start-> run and type "cmd" this will open a dospromt for those that don't knwo dos, use cd.. to go up one level cd "mapname" to change folder and "d:" to go to your D drive navigate to the mapconv folder.

Then you need to type "mapconv" follwoed by a list of parameters

This is a list taken from mothers mapconv help:

USAGE:

 mapconv  [-l] [-i] [-c ] -x  -n  [-o   

] [-e ] [-y ] -m -a

  -t  [--] [-v] [-h]

Where:

 -l,  --lowpass    Lowpass filters the heightmap

 -i,  --invert    Inverts the height map vertically (not the height values but the height map     (uhm someone rewrite this))

 -c ,  --compress     (value required)  How much we should try to compress the texture file.     Default value 0.8 . (lower=higher quality, larger file)

 -x ,  --maxheight     (required)  (value required)  What altitude in spring the max(0xffff) level     of the height map should represent

 -n ,  --minheight     (required)  (value required)  What altitude in spring the min(0) level of     the height map should represent

 -o 

, --outfile

   (value required)  The name of the created map

 -e ,  --externaltilefile     (value required)  External tile file that will be used for finding tiles,     tiles not found in this will be added in a new tile file

 -y ,  --typemap     (value required)  Type map to use, uses the red channel to decide type,     types are defined in the .smd, if this argument is skipped the map will be     all type 0

 -m ,  --metalmap     (required)  (value required)  Metal map to use, red channel is amount of     metal, green=255 is where to place geos (one pixel=one geo). Is resized to     fit the mapsize

 -a ,  --heightmap     (required)  (value required)  Input heightmap to use for the map, this     should be in 16 bit raw format (.raw extension) or an image file. Must be     xsize*128 1 x ysize*128 1 in size.

 -t ,  --intex     (required)  (value required)  Input bitmap to use for the map. Must be     xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this     file)

 --,  --ignore_rest    Ignores the rest of the labeled arguments following this flag.

 -v,  --version    Displays version information and exits.

 -h,  --help    Displays usage information and exits.

This is an example of a command to convert your map (mame is crossroads) I allways use the -i parameter else the texture map gets applied wrong

mapconv.exe -i -f w_crossroadsf.bmp -x 300 -n 50 -m w_crossroadsm.bmp -a w_crossroadsh.bmp -t w_crossroads.bmp -o w_crossroads.smf

If you run this you will see 2 new files in the mapconv folder yourmapname.smf and yourmapname.smt You still need an extra file; yourmapname.smd A smd file contains all things like wind speeds max metal sun direction map description, starting positions etc. You can take a smd file from another map and edit or use Maelstorms SMD creator: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420

Now put these 3 files in a folder called "maps", download 7-zip here, open it and navigate to the maps folder then right-click on it and do add to archive. Just let it make a zip file, and later rename it to yourmapname.sd7 (you have to edit the extension)

Put this file in your spring maps folder and you're ready to test it!

I'm gonna cleanup this tutorial alter and add alot more stuff but if you aren't bothered too much because of all the typo's this should teach you how to make your first map

cheers!

Category:Map Tools

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