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	<title>Mothers MapConv - Revision history</title>
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	<updated>2026-04-21T04:26:04Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Mothers_MapConv&amp;diff=1354&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-02-24T05:59:19Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:59, 23 February 2026&lt;/td&gt;
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		<author><name>Qrow</name></author>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Mothers_MapConv&amp;diff=1353&amp;oldid=prev</id>
		<title>intermisc/gamedev&gt;Flozi: Map tools -&gt; Map Tools</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Mothers_MapConv&amp;diff=1353&amp;oldid=prev"/>
		<updated>2013-03-23T18:48:13Z</updated>

		<summary type="html">&lt;p&gt;Map tools -&amp;gt; Map Tools&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{deprecated|Mothers Mapconv is deprecated, use [[MapConvNG]] instead!}}&lt;br /&gt;
[[Category:Map Tools]]&lt;br /&gt;
&lt;br /&gt;
Download: http://springfiles.com/spring/tools/mapconv-no-scanlines-hack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The usage is the same as in [[MapConv]], with the following exceptions:&lt;br /&gt;
All features (including GeoVent/Tree/Grass) are now on their own FeatureMap.  This is a 24bit bmp specified with the -f &amp;lt;featuremapname.bmp&amp;gt; flag.&lt;br /&gt;
&amp;#039;&amp;#039;It should be 1/8th the resolution of your map.&amp;#039;&amp;#039; (i.e. 1 pixel smaller in each direction then your heightmap)&lt;br /&gt;
&lt;br /&gt;
Tree&amp;#039;s and GeoVents are placed on the green layer.&lt;br /&gt;
*255 Places a GeoVent&lt;br /&gt;
*200-215 Places tree types 1-16&lt;br /&gt;
&lt;br /&gt;
MapConv will try to place these features in the exact spot you place them, it will then go into crackhead mode if it cannot.&lt;br /&gt;
&lt;br /&gt;
Grass is the blue layer.  The blue value  maps to a &amp;#039;pseudo-density&amp;#039; of the grass.  The &amp;#039;grass&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
The red layer places &amp;#039;Arbitrary Features,&amp;#039; aka wreckages.  One pixel of red equals one feature.  Red &amp;#039;255&amp;#039; gives you a feature of the first arbitrary type, 254 the second, 253 the third, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Mapconv===&lt;br /&gt;
&lt;br /&gt;
ok now you have your 4 maps, copy them into mothersmapconv folder&lt;br /&gt;
&lt;br /&gt;
now you have to get mapconv to work. You can edit the .bat file or do this:&lt;br /&gt;
goto start-&amp;gt; run and type &amp;quot;cmd&amp;quot; this will open a dospromt&lt;br /&gt;
for those that don&amp;#039;t knwo dos, use cd.. to go up one level cd &amp;quot;mapname&amp;quot; to change folder and &amp;quot;d:&amp;quot; to go to your D drive&lt;br /&gt;
navigate to the mapconv folder.&lt;br /&gt;
&lt;br /&gt;
Then you need to type &amp;quot;mapconv&amp;quot; follwoed by a list of parameters&lt;br /&gt;
&lt;br /&gt;
This is a list taken from mothers mapconv help:&lt;br /&gt;
&lt;br /&gt;
USAGE:&lt;br /&gt;
&lt;br /&gt;
  mapconv  [-l] [-i] [-c &amp;lt;compression&amp;gt;] -x &amp;lt;max height&amp;gt; -n &amp;lt;min height&amp;gt; [-o &lt;br /&gt;
  &amp;lt;Output file&amp;gt;] [-e &amp;lt;tile file&amp;gt;] [-y &amp;lt;Typemap file&amp;gt;] -m &amp;lt;Metalmap file&amp;gt; -a &lt;br /&gt;
  &amp;lt;Heightmap file&amp;gt; -t &amp;lt;Texture file&amp;gt; [--] [-v] [-h]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
  -l,  --lowpass&lt;br /&gt;
    Lowpass filters the heightmap&lt;br /&gt;
&lt;br /&gt;
  -i,  --invert&lt;br /&gt;
    Inverts the height map vertically (not the height values but the height map &lt;br /&gt;
    (uhm someone rewrite this))&lt;br /&gt;
&lt;br /&gt;
  -c &amp;lt;compression&amp;gt;,  --compress &amp;lt;compression&amp;gt;&lt;br /&gt;
    (value required)  How much we should try to compress the texture file. &lt;br /&gt;
    Default value 0.8 . (lower=higher quality, larger file)&lt;br /&gt;
&lt;br /&gt;
  -x &amp;lt;max height&amp;gt;,  --maxheight &amp;lt;max height&amp;gt;&lt;br /&gt;
    (required)  (value required)  What altitude in spring the max(0xffff) level &lt;br /&gt;
    of the height map should represent&lt;br /&gt;
&lt;br /&gt;
  -n &amp;lt;min height&amp;gt;,  --minheight &amp;lt;min height&amp;gt;&lt;br /&gt;
    (required)  (value required)  What altitude in spring the min(0) level of &lt;br /&gt;
    the height map should represent&lt;br /&gt;
&lt;br /&gt;
  -o &amp;lt;Output file&amp;gt;,  --outfile &amp;lt;Output file&amp;gt;&lt;br /&gt;
    (value required)  The name of the created map&lt;br /&gt;
&lt;br /&gt;
  -e &amp;lt;tile file&amp;gt;,  --externaltilefile &amp;lt;tile file&amp;gt;&lt;br /&gt;
    (value required)  External tile file that will be used for finding tiles, &lt;br /&gt;
    tiles not found in this will be added in a new tile file&lt;br /&gt;
&lt;br /&gt;
  -y &amp;lt;Typemap file&amp;gt;,  --typemap &amp;lt;Typemap file&amp;gt;&lt;br /&gt;
    (value required)  Type map to use, uses the red channel to decide type, &lt;br /&gt;
    types are defined in the .smd, if this argument is skipped the map will be &lt;br /&gt;
    all type 0&lt;br /&gt;
&lt;br /&gt;
  -m &amp;lt;Metalmap file&amp;gt;,  --metalmap &amp;lt;Metalmap file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Metal map to use, red channel is amount of &lt;br /&gt;
    metal, green=255 is where to place geos (one pixel=one geo). Is resized to &lt;br /&gt;
    fit the mapsize&lt;br /&gt;
&lt;br /&gt;
  -a &amp;lt;Heightmap file&amp;gt;,  --heightmap &amp;lt;Heightmap file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Input heightmap to use for the map, this &lt;br /&gt;
    should be in 16 bit raw format (.raw extension) or an image file. Must be &lt;br /&gt;
    xsize*128 1 x ysize*128 1 in size.&lt;br /&gt;
&lt;br /&gt;
  -t &amp;lt;Texture file&amp;gt;,  --intex &amp;lt;Texture file&amp;gt;&lt;br /&gt;
    (required)  (value required)  Input bitmap to use for the map. Must be &lt;br /&gt;
    xsize*1024 x ysize*1024 in size. (xsize,ysize integers determined from this &lt;br /&gt;
    file)&lt;br /&gt;
&lt;br /&gt;
  --,  --ignore_rest&lt;br /&gt;
    Ignores the rest of the labeled arguments following this flag.&lt;br /&gt;
&lt;br /&gt;
  -v,  --version&lt;br /&gt;
    Displays version information and exits.&lt;br /&gt;
&lt;br /&gt;
  -h,  --help&lt;br /&gt;
    Displays usage information and exits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is an example of a command to convert your map (mame is crossroads)&lt;br /&gt;
I allways use the -i parameter else the texture map gets applied wrong&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you run this you will see 2 new files in the mapconv folder   yourmapname.smf and yourmapname.smt  &lt;br /&gt;
You still need an extra file; yourmapname.smd&lt;br /&gt;
A smd file contains all things like wind speeds max metal sun direction map description, starting positions etc.&lt;br /&gt;
You can take a smd file from another map and edit or use Maelstorms SMD creator: &lt;br /&gt;
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2420&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now put these 3 files in a folder called &amp;quot;maps&amp;quot;, download 7-zip [http://www.7-zip.org 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)&lt;br /&gt;
&lt;br /&gt;
Put this file in your spring maps folder and you&amp;#039;re ready to test it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m gonna cleanup this tutorial alter and add alot more stuff but if you aren&amp;#039;t bothered too much because of all the typo&amp;#039;s this should teach you how to make your first map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
cheers!&lt;/div&gt;</summary>
		<author><name>intermisc/gamedev&gt;Flozi</name></author>
	</entry>
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