There were complaints that there was no video tutorial about how2map for ZK, so here i've made a crappy and silent video that shows my mapping workflow, or at least, one version thereof:
The whole process here takes one hour, but this assumes you have this set of prerequisites before you can start working:
1) An install of Blender (mostly used here for crappy automatic texturing)
2) An install
3) A working copy of SpringMapConvNG
(any other map compiler will do if you know how to make it work. Latest SpringBoard seems to sport a built-in compiler, so you may even skip this step!)
4) The blend file with the cycles materials to use the crappy automated texturing process (available here
5) The "blueprint" directory
with the compile script (not needed if you can use your own compiler) and pre-packaged features (which may need their metal values and collision volumes adjusted for your taste).
This also features and highlights some bugs:
1) The heightmap export from SpringBoard seems to cause an annoying edge-of-map wall issue that i've never seen before today. Oh well.
2) If you use heightmap export on Windows, you'll have a 8-bit grayscale file. You can solve this by reexporting from blender (rendering using the heightmap material). This will however further rescale your heighmap altitudes.
3) Yeah, heightmap altitudes seem to also not be that consistent. Exporting from springboard and recompiling seems to change water level!
4) You need to remember to edit feature collision volumes because the features (which i took from SpringFeatures) have extremely crappy default values. And 0 metal and energy.
5) For me, SpringBoard texture export fails to export the diffuse texture. This is not a problem in this case because i'm using it to only edit heightmap and features anyway, and newer versions of SpringBoard should have this fixed since the video showcased them :)
That said, 1h shitty rush job is 1h shitty rush job. Now you can see how crap maps like Glacies are done.