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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FeminismIsCommunism</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T22:36:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_CMDs&amp;diff=11149</id>
		<title>Lua CMDs</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Lua_CMDs&amp;diff=11149"/>
		<updated>2008-05-27T01:57:53Z</updated>

		<summary type="html">&lt;p&gt;FeminismIsCommunism: grammar &amp;quot;didn&amp;#039;t already noticed&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Options ==&lt;br /&gt;
&#039;&#039;&#039;CMD.OPT_ALT&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.OPT_CTRL&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.OPT_SHIFT&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.OPT_RIGHT&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.OPT_INTERNAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Waitcodes ==&lt;br /&gt;
&#039;&#039;&#039;CMD.WAITCODE_TIME&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.WAITCODE_DEATH&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.WAITCODE_SQUAD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.WAITCODE_GATHER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Insert/Remove Commands ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;darkgreen&amp;quot; style=&amp;quot;font-size:110%&amp;quot;&amp;gt;First, said &amp;quot;tags&amp;quot; are unique command identifiers, so each command that gets inserted into a unit&#039;s command &lt;br /&gt;
queue gets its unique &amp;quot;tag&amp;quot; number. (It is used to &#039;&#039;sync&#039;&#039; command queue operations, also it makes things much easier.)&amp;lt;br&amp;gt;&lt;br /&gt;
To receive those &amp;quot;tags&amp;quot; you can do the following:&lt;br /&gt;
   local cmdQueue = Spring.GetUnitCommands(unitID);&lt;br /&gt;
   if (#cmdQueue&amp;gt;0) then &lt;br /&gt;
      local cmdTag = cmdQueue[1].tag&lt;br /&gt;
      ..&lt;br /&gt;
   end&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMD.INSERT&#039;&#039;&#039;&lt;br /&gt;
  options.ALT     -&amp;gt; treat param0 as a position instead of a tag &lt;br /&gt;
  options.CONTROL -&amp;gt; use the build queue for factories &lt;br /&gt;
  params[0] = command tag or position (negative numbers to reference the back of the queue)&lt;br /&gt;
  params[1] = insertCmd id &lt;br /&gt;
  params[2] = insertCmd options (shift,alt,right click,etc.)&lt;br /&gt;
  params[3 ... N+2] = insertCmd params[0 ... N-1]&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;font color=&amp;quot;darkgreen&amp;quot;&amp;gt;example:&lt;br /&gt;
    Spring.GiveOrderToUnit(unitID,&lt;br /&gt;
      CMD.INSERT,&lt;br /&gt;
      {-1,CMD.ATTACK,&#039;&#039;CMD.OPT_SHIFT&#039;&#039;,&#039;&#039;unitID2&#039;&#039;},&lt;br /&gt;
      {&amp;quot;alt&amp;quot;}&lt;br /&gt;
    );&lt;br /&gt;
  &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
  Note: If you didn&#039;t already notice, the command params and&lt;br /&gt;
        the command options are twisted in the array (compared to GiverOrder)!&lt;br /&gt;
  &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&lt;br /&gt;
  Note2: The command options in the array/table is a number value!&lt;br /&gt;
         You have to use CMD.OPT_* in this case.&lt;br /&gt;
  &amp;lt;/font&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CMD.REMOVE&#039;&#039;&#039;&lt;br /&gt;
  options.ALT     -&amp;gt; use the parameters as commandIDs &lt;br /&gt;
  options.CONTROL -&amp;gt; use the build queue for factories &lt;br /&gt;
  params[0 ... N-1] = tags or commandIDs to remove&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;darkgreen&amp;quot;&amp;gt;Note, the CMD[] table is bidirectional. That means: CMD[CMD.STOP] := &amp;quot;CMD_STOP&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMD.STOP&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.WAIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.TIMEWAIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.NUMBER&lt;br /&gt;
&#039;&#039;&#039;CMD.DEATHWAIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_RECTANGLE&lt;br /&gt;
&#039;&#039;&#039;CMD.SQUADWAIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.NUMBER&lt;br /&gt;
&#039;&#039;&#039;CMD.GATHERWAIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.MOVE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.PATROL&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.FIGHT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.ATTACK&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.AREA_ATTACK&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.GUARD&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT&lt;br /&gt;
&#039;&#039;&#039;CMD.AISELECT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.COMBO_BOX&lt;br /&gt;
&#039;&#039;&#039;CMD.GROUPSELECT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.GROUPADD&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.GROUPCLEAR&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.REPAIR&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.FIRE_STATE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.MOVE_STATE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.SELFD&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.LOAD_UNITS&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.LOAD_ONTO&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT&lt;br /&gt;
&#039;&#039;&#039;CMD.UNLOAD_UNITS&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.UNLOAD_UNIT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.ONOFF&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.RECLAIM&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_FEATURE_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.CLOAK&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.STOCKPILE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON&lt;br /&gt;
&#039;&#039;&#039;CMD.DGUN&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MAP&lt;br /&gt;
&#039;&#039;&#039;CMD.RESTORE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.REPEAT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.TRAJECTORY&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.RESURRECT&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_FEATURE_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.CAPTURE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_UNIT_OR_AREA&lt;br /&gt;
&#039;&#039;&#039;CMD.AUTOREPAIRLEVEL&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.LOOPBACKATTACK&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.IDLEMODE&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.ICON_MODE&lt;br /&gt;
&#039;&#039;&#039;CMD.SET_WANTED_MAX_SPEED&#039;&#039;&#039;&lt;br /&gt;
  type CMDTYPE.NUMBER&lt;br /&gt;
&#039;&#039;&#039;CMD.SETBASE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMD.INTERNAL&#039;&#039;&#039;&lt;br /&gt;
  used in different ways&lt;br /&gt;
&lt;br /&gt;
== CommandTypes ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;darkgreen&amp;quot;&amp;gt;Note, the CMDTYPE[] table is bidirectional. That means: CMDTYPE[CMDTYPE.ICON] := &amp;quot;CMDTYPE_ICON&amp;quot;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON&#039;&#039;&#039;&lt;br /&gt;
  expect 0 parameters in return&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_MODE&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (number selected mode)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_MAP&#039;&#039;&#039;&lt;br /&gt;
  expect 3 parameters in return (mappos)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_AREA&#039;&#039;&#039;&lt;br /&gt;
  expect 4 parameters in return (mappos+radius)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_UNIT&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameters in return (unitid)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_UNIT_OR_MAP&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameters in return (unitid) or 3 parameters in return (mappos)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_FRONT&#039;&#039;&#039;&lt;br /&gt;
  expect 3 or 6 parameters in return (middle and right side of front if a front was defined)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.COMBO_BOX&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (number selected option)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_UNIT_OR_AREA&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (unitid) or 4 parameters in return (mappos+radius)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_UNIT_FEATURE_OR_AREA&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (unitid or featureid+MAX_UNITS (id&amp;gt;MAX_UNITS=feature))&lt;br /&gt;
      or 4 parameters in return (mappos+radius)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_BUILDING&#039;&#039;&#039;&lt;br /&gt;
  expect 3 parameters in return (mappos)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.ICON_UNIT_OR_RECTANGLE&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (unitid)&lt;br /&gt;
      or 3 parameters in return (mappos)&lt;br /&gt;
      or 6 parameters in return (startpos+endpos)&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.NUMBER&#039;&#039;&#039;&lt;br /&gt;
  expect 1 parameter in return (number)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.CUSTOM&#039;&#039;&#039;&lt;br /&gt;
  used with CMD_INTERNAL&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.NEXT&#039;&#039;&#039; &amp;lt;font color=&amp;quot;darkgreen&amp;quot;&amp;gt;next command page&amp;lt;/font&amp;gt;&lt;br /&gt;
  used with CMD_INTERNAL&lt;br /&gt;
&#039;&#039;&#039;CMDTYPE.PREV&#039;&#039;&#039; &amp;lt;font color=&amp;quot;darkgreen&amp;quot;&amp;gt;previous command page&amp;lt;/font&amp;gt;&lt;br /&gt;
  used with CMD_INTERNAL&lt;/div&gt;</summary>
		<author><name>FeminismIsCommunism</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps:Compiling&amp;diff=14169</id>
		<title>Maps:Compiling</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Maps:Compiling&amp;diff=14169"/>
		<updated>2008-05-11T00:29:19Z</updated>

		<summary type="html">&lt;p&gt;FeminismIsCommunism: changed -x to -n for minimum height option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Compiling Spring Maps ==&lt;br /&gt;
&lt;br /&gt;
This is often the bit that scares alot of people off, but it is really not that dificult. There are two different ways to compile a map, so you can choose which option suits you best. You can:&lt;br /&gt;
&lt;br /&gt;
*Compile through a DOS prompt, or&lt;br /&gt;
*Create and batch file.&lt;br /&gt;
&lt;br /&gt;
=== Before you start ===&lt;br /&gt;
&lt;br /&gt;
First off, download a map converter. These can be found on [http://www.FileUniverse.com  FileUniverse.com]. There are two compiliers that most people use:&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1421 mother&#039;s MapConv with &#039;optimisation&#039;]&amp;lt;br&amp;gt;This version does not work for some people. If you are one of these people, try:&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=1507 mother&#039;s mapconc, without optimisation]&amp;lt;br&amp;gt;Use this if the other one does not work.&lt;br /&gt;
&lt;br /&gt;
Place the compiler in to a directory on your computer somewhere. Because of a bug in the program, the path to the map converter can NOT contain ANY Spaces. A Path of &#039;&#039;&#039;C:\Maps\MapConv\&#039;&#039;&#039; is good, but a path of &#039;&#039;&#039;C:\Maps\Map Conv\&#039;&#039;&#039; is BAD.&lt;br /&gt;
&lt;br /&gt;
A good practise is to save all your source Pictures into seperate folders when making a map. However, this gets very tedious when compiling. So it is a good idea to make a copy of your source BMP files and place these in the same folder as the map  converter. This just makes things alot easier later on. You should have the following files in your MapConv folder:&lt;br /&gt;
&lt;br /&gt;
* Texture.bmp&lt;br /&gt;
* Height.bmp&lt;br /&gt;
* Metal.bmp&lt;br /&gt;
* Feature.bmp&lt;br /&gt;
&lt;br /&gt;
You should also put, if you are using them, your type map (Type.bmp) and your tile&lt;br /&gt;
map (Tile.bmp). Most maps do not use these, so you do not usually need to worry about them.&lt;br /&gt;
&lt;br /&gt;
You need the 7-zip compression program to compress your map into a .sd7 map file.&lt;br /&gt;
* [http://www.7-zip.org 7-zip homepage]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/sevenzip/7z431.exe?download Download Link]&lt;br /&gt;
&lt;br /&gt;
A .smd file. These can be made with [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420 Maelstroms SMD creator].&lt;br /&gt;
It is recommended to actually try to learn how the different SMD values works though by looking at other maps .smd files. The SMD creator is also not completly bugfree, so you should preferably look it through once with a text editor anyway.&lt;br /&gt;
&lt;br /&gt;
You also need to know:&lt;br /&gt;
&lt;br /&gt;
*The minimum and maximum heights of your map.&lt;br /&gt;
*The name of your map.&lt;br /&gt;
*How much you want to compress your map.&lt;br /&gt;
&lt;br /&gt;
=== Command Line Options ===&lt;br /&gt;
&lt;br /&gt;
As the compiler runs off information entered into it as &#039;&#039;&#039;Command Line Parameters&#039;&#039;&#039; , you need to know a bit about them first. Command Line Parameters are really not difficult to understand. They look a bit like this: &lt;br /&gt;
&lt;br /&gt;
 ProgramName -Setting1 Value -Setting2 Value&lt;br /&gt;
&lt;br /&gt;
The first bit is how we launch the program. Windows will launch whatever program is specified by &#039;&#039;&#039;ProgramName&#039;&#039;&#039;. &#039;&#039;&#039;-Setting1 Value&#039;&#039;&#039; is also very simple. Windows basically says to the program &amp;quot;Setting1 is Value&amp;quot;. A better example would be -height 10, which basicly means &amp;quot;Height is 10&amp;quot;. These can be combined with as many settings as you want, as we can see with the &#039;&#039;&#039;Setting2 Value&#039;&#039;&#039; bit. In this way we can pass as much information to the compiler as we want. To compile a map, we need the following Command Line Parameters:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Compression&#039;&#039;&#039;&lt;br /&gt;
This takes the form of &#039;&#039;&#039;-c Compression&#039;&#039;&#039;, where Compression is a value. Typing &#039;&#039;&#039;-c 0.5&#039;&#039;&#039; will give a compression of 0.5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Height&#039;&#039;&#039;&lt;br /&gt;
This specifies the maximum height of the map. This option looks like &#039;&#039;&#039;-x Height&#039;&#039;&#039;, where Height is the maximum height of the map. Typing &#039;&#039;&#039;-x 300&#039;&#039;&#039; will give your map a maximum height of 300 map units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum Height&#039;&#039;&#039;&lt;br /&gt;
This specifies the minimum height of the map. This option looks like &#039;&#039;&#039;-n Height&#039;&#039;&#039;, where Height is the minimum height of the map. Typing &#039;&#039;&#039;-n -50&#039;&#039;&#039; will give your map a minimum height of -50 map units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texture&#039;&#039;&#039;&lt;br /&gt;
This specifies the location of your texture picture. This option looks like &#039;&#039;&#039;-t Location&#039;&#039;&#039;, where Location is the location of your texture image. Typing &#039;&#039;&#039;-t texture.bmp&#039;&#039;&#039; will make the compiler look in the same directory it is in for &#039;&#039;&#039;texture.bmp&#039;&#039;&#039;. Typing &#039;&#039;&#039;-t C:\Maps\HillMap\texture.bmp&#039;&#039;&#039; will make the compiler look in the &#039;&#039;&#039;C:\Maps\HillMap\&#039;&#039;&#039; for texture.bmp. This name cannot contain spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Picture files&#039;&#039;&#039;&lt;br /&gt;
These work in basically the same way as the texture option works, with just a changed Setting name.&lt;br /&gt;
*&#039;&#039;&#039;-m metal.bmp&#039;&#039;&#039;: Specifies the location of the metal map.&lt;br /&gt;
*&#039;&#039;&#039;-a height.bmp&#039;&#039;&#039;: Specifies the location of the height map.&lt;br /&gt;
*&#039;&#039;&#039;-f feature.bmp&#039;&#039;&#039;: Specifies the location of the feature map.&lt;br /&gt;
*&#039;&#039;&#039;-y typemap.bmp&#039;&#039;&#039;: Specifies the location of the terain type map.&lt;br /&gt;
Please note that these names cannot contaion spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Name&#039;&#039;&#039;&lt;br /&gt;
The Map Converter needs to know where to save your map, and what to call it. We use the &#039;&#039;&#039;-o Mapname.smf&#039;&#039;&#039; setting to do this. Of course, you replace Mapname with the name of your map, but you NEED to have the &#039;.smf&#039; bit on the end of it, otherwise the compiling wont work. An example would be &#039;&#039;&#039;-o HillMap.smf&#039;&#039;&#039;. This name cannot contain spaces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Tags&#039;&#039;&#039;&lt;br /&gt;
Some of these tags are helpfull, some are annoying and some are just a mystery. This is basicly the mics tags settings.&lt;br /&gt;
*&#039;&#039;&#039;Low Pass&#039;&#039;&#039;: If you map has very steep slopes or rough areas that look ugly, this will smooth them a bit. Is activated just by typing &#039;&#039;&#039;-l&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Invert Height map&#039;&#039;&#039;: As the logical way to make a height map is the same way up as all the other maps, but the way the map is actually used is the inverted version of this. To make things easier, they included this option to invert the height map. Is activated just by typing &#039;-i&#039;. Most maps will use this.&lt;br /&gt;
&lt;br /&gt;
=== Compiling through a batch file ===&lt;br /&gt;
&lt;br /&gt;
This is perhaps the easiest option. You just have to create a simple text file, rename it, and run.&lt;br /&gt;
&lt;br /&gt;
First, open up Notepad. Notepad can be found in Start &amp;gt; Program Files &amp;gt; Accessories &amp;gt; Notepad. In notepad, type or copy the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mapconv -c 0.5 -x 500 -n 50 -o MapName.smf -t texture.bmp -m metal.bmp -a height.bmp -f feature.bmp -i &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Replace the relevant values with the values you need, as the settings here will not work for all the maps. Then, in Notepad click File &amp;gt; Save As. In the file name box, type &#039;&#039;&#039;&amp;quot;Compile.bat&amp;quot;&#039;&#039;&#039;, with the quotes. If you do not have the quotes, it will not work. Save the file in the same directory as your compiler.&lt;br /&gt;
&lt;br /&gt;
Go to the MapConv folder on your hard drive, and you should see a new file. This file will be called Compile.bat. Double click this file, and a black Dos window should pop up. After a few minutes the window should close. There will now be 2 extra files in that directory. &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039;.&lt;br /&gt;
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=== Compiling through DOS ===&lt;br /&gt;
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Use this option if you want to read the information that the MapConv outputs. If you are not familiar with how DOS works, then this way is not for you.&lt;br /&gt;
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All you need to do is navigate your way through DOS to the location of your map converter program. Then, type in the following:&lt;br /&gt;
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&#039;&#039;&#039;mapconv -c 0.5 -x 500 -n 50 -o MapName.smf -t texture.bmp -m metal.bmp -a height.bmp -f feature.bmp -i &#039;&#039;&#039;&lt;br /&gt;
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Replace the relevant values with the values you need, as the settings here will not work for all the maps.&lt;br /&gt;
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Once compiled, there will be 2 extra files in that directory. &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039;.&lt;br /&gt;
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=== Compressing your map ===&lt;br /&gt;
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Your SMD file needs to have the same name as the .smt and .smf files. If your smt file is calles &#039;&#039;&#039;HillMap.smt&#039;&#039;&#039;, your .smd file needs to be called &#039;&#039;&#039;HillMap.smd&#039;&#039;&#039;.&lt;br /&gt;
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Place the &#039;&#039;&#039;MapName.smd&#039;&#039;&#039;, &#039;&#039;&#039;MapName.smt&#039;&#039;&#039; and &#039;&#039;&#039;MapName.smf&#039;&#039;&#039; files into an empty folder called maps\. Eg: &#039;&#039;&#039;C:\maps\&#039;&#039;&#039;. Right click this folder, and a right click menu should appear. In that menu, there will be a 7-Zip&#039;&#039;&#039;&amp;gt;&#039;&#039;&#039; submenu. Open this menu, and click &#039;&#039;&#039;Add to Archive...&#039;&#039;&#039;. A 7-zip window will appear. Make sure the settings are identical to the following picture:&lt;br /&gt;
[[Image:7-zip_options.jpg]]&lt;br /&gt;
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Change the &#039;&#039;&#039;Archive&#039;&#039;&#039; box at the top to the name of your map, with .sd7 on the end. Eg: &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039;. Click the &#039;&#039;&#039;OK&#039;&#039;&#039; button. After the compression has completed, there will be a file called &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; in the same directory as the folder was. In this example, the &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; would be straight on the C:\ drive. Copy &#039;&#039;&#039;HillMap.sd7&#039;&#039;&#039; to your TASpring\Maps\ directory.&lt;br /&gt;
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NOiZE: The compresion can be set at ultra. but make sure you don&#039;t make it a solid archive!&lt;br /&gt;
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If all of this was done correctly, the map should now appear your maps list in the lobby, and you can go play it.&lt;br /&gt;
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[[Category:Map making]]&lt;/div&gt;</summary>
		<author><name>FeminismIsCommunism</name></author>
	</entry>
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