MapConvNG: Difference between revisions

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MapConvNG is a complete rewrite of [[MapConv]] to work flawlessly on linux and on windows. It also contains smfdecompiler.
==Download==
Since 2019.10.01 it is part of the official spring build:
fetch it from https://springrts.com/dl/buildbot/default/develop/
== Sources ==
<code>
git clone git://github.com/spring/SpringMapConvNG.git
</code>
https://github.com/spring/SpringMapConvNG
== Bugs ==
Please report bugs at https://springrts.com/mantis/
== Reformatted Help Output ==
<code><pre>
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
</pre></code>
== Important information ==


MapConvNG is a complete rewrite of [[MapConv]] to work flawless on linux and on windows.
* Althought the color / diffuse texture resolution must be a multiple of 1024, bear in mind that in Spring each map unit corresponds to 512px. So an 8k image equals to a 16x16 map in game.
* Texture (diffuse), minimap, height and metal maps should be flipped vertically in an image editing program, there's no -i option in MapConvNG (as in the older and much slower MapConv)
* HDR and EXR images may also be used, ideal to keep the 16-bit quality of height maps. If you use Photoshop, check this free HDR input/output plugin: https://www.exr-io.com/
* In case you add a custom minimap of a non-square map, notice that the image is stretched out to fit the map proportion - so don't add black borders, just stretch it to 1024x1024 in your image editing program.


==Download==
== Suggested Parameters ==
* [http://springrts.com/phpbb/download/file.php?id=6450 Win32]
 
* [http://springrts.com/phpbb/download/file.php?id=6451 Win64]
-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!
* [http://filebin.springlobby.info/mapconv-ng_0.1-2_amd64.deb debian package]
 
* [https://launchpad.net/~koshi/+archive/ppa/+packages Ubuntu ppa]
-th 0.03 : Compression Level , Higher compresses more , but adds more artifacts, 0.03 is a good compromise
* Forum Thread: http://springrts.com/phpbb/viewtopic.php?f=13&t=26669
 
* Sources:
* If you use -ct 1 and your texture doesn't show up, try -ct 2 with -th 0.01
<code><pre>git clone git://github.com/tizbac/SpringMapConvNG.git</code></pre>
 
-smooth : Does a bit of gaussian blur on HDR heightmap , it is especially useful when loading 8 bit images
 
* after applying reduction to your heightmap in an image editing program, filtering artifacts might lead to spikes in your map in-game. Using -smooth usually works out this kind of issue
 
== Features [featurefile] parameter ==
Feature file is a simple text file, each line defines a feature with the space-separated fields: Name XPos YPos ZPos Orientation(Degrees)<br />
Follows an example:
 
<code>Rock1 6000 -500000 3000 0</code><br />
<code>Rock2 4000 200 1000 180</code>
 
* Result:
** Rock1 will be placed on terrain surface (numbers below -490000 are interpreted as "place on ground")
** Rock2 will be placed precisely at 4000x200x1000
<br />
* To place a thermal vent, simply use 'GeoVent' as the feature name in a feature file.
 
[[Category:Map Tools]]

Latest revision as of 13:08, 4 October 2019

MapConvNG is a complete rewrite of MapConv to work flawlessly on linux and on windows. It also contains smfdecompiler.

Download

Since 2019.10.01 it is part of the official spring build:

fetch it from https://springrts.com/dl/buildbot/default/develop/

Sources

git clone git://github.com/spring/SpringMapConvNG.git

https://github.com/spring/SpringMapConvNG

Bugs

Please report bugs at https://springrts.com/mantis/

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

Important information

  • Althought the color / diffuse texture resolution must be a multiple of 1024, bear in mind that in Spring each map unit corresponds to 512px. So an 8k image equals to a 16x16 map in game.
  • Texture (diffuse), minimap, height and metal maps should be flipped vertically in an image editing program, there's no -i option in MapConvNG (as in the older and much slower MapConv)
  • HDR and EXR images may also be used, ideal to keep the 16-bit quality of height maps. If you use Photoshop, check this free HDR input/output plugin: https://www.exr-io.com/
  • In case you add a custom minimap of a non-square map, notice that the image is stretched out to fit the map proportion - so don't add black borders, just stretch it to 1024x1024 in your image editing program.

Suggested Parameters

-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

  • If you use -ct 1 and your texture doesn't show up, try -ct 2 with -th 0.01

-smooth : Does a bit of gaussian blur on HDR heightmap , it is especially useful when loading 8 bit images

  • after applying reduction to your heightmap in an image editing program, filtering artifacts might lead to spikes in your map in-game. Using -smooth usually works out this kind of issue

Features [featurefile] parameter

Feature file is a simple text file, each line defines a feature with the space-separated fields: Name XPos YPos ZPos Orientation(Degrees)
Follows an example:

Rock1 6000 -500000 3000 0
Rock2 4000 200 1000 180

  • Result:
    • Rock1 will be placed on terrain surface (numbers below -490000 are interpreted as "place on ground")
    • Rock2 will be placed precisely at 4000x200x1000


  • To place a thermal vent, simply use 'GeoVent' as the feature name in a feature file.