quote: Other than SpringMapConvNG, what parts of the tool chain are needed to make a Zero-K map? |
Here's the toolchain i used in the one hour map video (and also for Glacies, Coagulation), with some alternatives i know were used by other mappers.
1:
Blender to do terrain sculpting and texture auto generation (or use springboard with manual texture painting)
- OR any other heightmap/terrain editing/generation tool e.g.
Gaia,
Carrara,
WICed,
L3DT,
Bryce, etc. Most of them are proprietary, sometimes very ($100+ license cost). Blender requires quite some expertise to set up for map editing, and my experiments with the ANT plugin were quite abortive.
2:
Gimp to do flat image post-processing (ex: DNTS) if necessary (or use springboard)
3:
SpringMapConvNG to compile the map (alterantives: any other mapconv; or use springboard) <--- you are here
4:
SpringBoard for precision tuning of your heightmap (fixing slope angles and water depths in particular; alternative:
lots of fiddling with your heightmap tool, e.g. blender)
5:
SpringBoard for feature placement (alternative: write a placement config by hand in text editor)
6:
Zero-K to easily generate startbox configurations (which would be part of SB:ZK when such a thing is done)
7:
A text editor of any kind to save startbox and metal configurations (which should be automatically done by SB:ZK when such a thing is done)
8:
An archive manager capable of producing non-solid 7z or zip files
Steps 1-5 and 8 are doable in SpringBoard currently or
are SpringBoard.
I don't see any reason to distribute SpringMapConvNG in that light.