Map making is considerable easy once you know what to do.
The condensed version:
Programs needed
Inkscape (Vector Graphics for placing elements)
ImageMagick (For bulk photo conversion, not really needed but it is well suited plus pasik left in some assets for it)
And any 'good' raster graphics program (
Photoshop, gimp or paint.net)
7zip (should come prepacked with every distro, although there are some very easy workarounds for both your sake and simplicity sake just get it)
Map assets
objects.svg (vector graphics format image used for placement)
terrain5_alpha_(road, sand, grass).png (texture placement of the ground)
terrain5_heightmap.png (height map, determines height)
Step 1.
Open objects.svg in incscape, it proved as good base to work with and provides everything you will need. Different layers hold different types (Ctrl+shift+L to view the layers tab) All of the road, sand, grass ... are to my knowledge (untested) not used in the map they do provide a neat way to work on them all.
Walls, objects and bases have tags used by RWR to determine their subclasses (They can be seen in object property's in the description a variable along the line of
Code:
name=Airport;
In the example the variable determines the written name of the base)
Step 2. Assuming you know your way around inkscape just dive in and layout everything, roads, bases etc (If not take a lesson in incscape 101 very basic skill would be needed to create the map). Be careful placing walls as they don't follow the height map so they must be on flat consistent ground. It is a good idea to use the old map as a point of scale
Step 3. Export all the things, open the potential terrain5 layers (sand, dirt, height) individually and got to File-export bitmap since incscape saves prefrances religiously the correct setting should be already set up (2048p square) just change the fiulename and directory and you are set to go. Make all the names respectively sand.png, road.png, asphalt.png and height.png, ignore dirt. Place all the new files into a zip folder called map.zip. (At this stage it could be a good idea to export all desired elements for the ingame map)
Step 4
Working on the heightmap, open up height.png (ignoring that you just needlessly put it in a zip folder) in your favorite raster editor (I'll be using photoshop, everything is pretty simple and should be easy in everything else), in a new layer go filer-render-cloud to create a random blotchy noise type scenario make sure this is under your once-vector heightmap. Blur the old height map so it keeps its form but allows for some smooth transitioning (Might need to trial and errors it a bit), I find blurring individual elements one by one the best way. when done save as an 2048 square png and add it to map.zip.
Step 5.
Working with magic is surprisingly easy, once all your files are ready run process.bat (Or make your own .bat file with the following source)
Code:
mkdir temp
cd temp
rem configure your zip application here:
"c:\Program Files\7-Zip\7z.exe" e ..\map.zip
cd..
rem you need ImageMagick convert.exe
rem splat files: extract alpha channel, 8-bit greyscale, apply some gaussian blur
convert.exe temp\grass.png -alpha extract -depth 8 -gaussian-blur 3x3 terrain5_alpha_grass.png
convert.exe temp\sand.png -alpha extract -depth 8 -gaussian-blur 3x3 terrain5_alpha_sand.png
convert.exe temp\asphalt.png -alpha extract -depth 8 -gaussian-blur 3x3 terrain5_alpha_asphalt.png
convert.exe temp\road.png -alpha extract -depth 8 -gaussian-blur 3x3 terrain5_alpha_road.png
rem heightmap to 513x513, 8-bit greyscale
convert.exe temp\height.png -type Grayscale -resize 513x513 -depth 8 terrain5_heightmap.png
pause
rmdir /s /q temp
Additional notes due to what is presumably a bug clean up all your sand.png-like files from any RWR directories. Since they share the same name as the textures you get some very terrible looking sand.
I may have missed some stuff but i think you should be able to fill in any gaps.
EDIT: Made this before i saw pasik's tutorial, well i think mine is still better so it can stay
