pasik wrote:
In which subfolder under your overlay root folder did you add your modded map.png? It's only those specific folder names that get picked up for resource loading, which are factions, fonts, models, names, particles, sounds, textures, weapons, vehicles, items.
I just copied the folder structure as it was in the vanilla folders. Like this: "overlay_folder/maps/map1/map.png". I forgot that only the filenames mattered, hehe.

I put the "map.png" in textures now and then it worked.

pasik wrote:
The RWR Inkscape extension shipped with the installer under tools-folder does some layer exporting, the terrain splat and height layers are exported separately, and it combines most of layers into that placeholder-y map view. I suppose it would be possible to adjust that to fit the exporting needs here.
Oh, that's nice. I didn't look into that one yet.
I wrote a quick Processing sketch for exporting each layer to a separate transparent png, and it seems the only thing it didn't quite get was the heightmap, with only parts of it visible (the "cloudy" part was gone). The processing .svg implementation has some bigger limitations than I initially thought.
Here's the processing sketch in case anyone is interested btw:
Code:
PShape rwrMap;
void setup() {
rwrMap = loadShape("objects.svg");
exportLayersToPng(rwrMap);
exit();
}
void exportLayersToPng(PShape svgFile) {
println("Exporting layers:");
PGraphics pg;
pg = createGraphics(2048, 2048);
for (int i = 0; i < svgFile.getChildren().length - 1; i++) {
println((i+1) + "/" + (svgFile.getChildren().length - 1));
pg.beginDraw();
pg.clear();
pg.shape(svgFile.getChild(i));
pg.endDraw();
pg.save("./data/layer_" + i + ".png");
}
println("Finished!");
}