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OpenFrontIO/map-generator/README.md
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VariableVince 75f329fc5b Map-Generator README: Add needed steps (#3576)
## Description:

Map-Generator README:

- Add needed step to open map-generator folder before installing
depenencies and running the generator. Otherwise errors will arise.

- And add last step to run Prettier with some information on other
options, as map makers aren't generally developers per se.

- Reword/reorder a bit for easier understanding.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-04-04 12:47:05 -07:00

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6.7 KiB
Markdown

# MapGenerator
This is a go-based tool to generate map files for OpenFront.
The map generator reads PNG files and converts pixels into terrain based primarily on the **Blue** channel.
Because only blue values are used, grayscale and other formats are fully supported. Many maps in `assets/maps/<mapname>` are grayscale.
Additional Guides, Tutorials, Scripts, Resources, and Third Party Unofficial Applications can be found on
the [Official Openfront Wiki](https://openfront.wiki/Map_Making)
## Installation
1. Install go <https://go.dev/doc/install>
2. Go to map-generator folder: `cd map-generator`
3. Install dependencies: `go mod download`
4. Run the generator for all maps: `go run .`
## Creating a new map
1. Create a new folder in `assets/maps/<map_name>`
2. Create `assets/maps/<map_name>/image.png`
3. Create `assets/maps/<map_name>/info.json` with name and countries
4. Add the map name in `main.go` The `<name>` in `{Name: "<name>"},` should match the `<map-name>` folder at `assets/maps/<map_name>`
5. Run the generator for your map: `go run . --maps=<map_name>`
By default, `go run .` will process all defined maps.
Use `--maps` to process a single map:
`go run . --maps=fourislands`
To process a subset of maps, pass a comma-separated list:
`go run . --maps=northamerica,world`
6. Find the output folder at `../resources/maps/<map_name>`
7. Go back to the root directory: `cd ..`
8. Run Prettier: `npm run format`
This rewrites ALL files in place. Git figures out which files are actually changed, don't worry.
Alternatively, you can either run Prettier per file: `npx prettier --write resources/maps/<map_name>/<file_name>` or in VSCode install the Prettier extension and per file do Show and run Commands > Format Document.
## Output Files
- `../resources/maps/<map_name>/manifest.json` - JSON metadata containing map dimensions and land tile counts for all scales.
- `../resources/maps/<map_name>/map.bin` - Full-scale binary map data packed with terrain type and magnitude.
- `../resources/maps/<map_name>/map4x.bin` - 1/4 scale (half dimensions) binary map data used for mini-maps.
- `../resources/maps/<map_name>/map16x.bin` - 1/16 scale (quarter dimensions) binary map data used for mini-maps.
- `../resources/maps/<map_name>/thumbnail.webp` - WebP image thumbnail of the map.
## Command Line Flags
- `--maps`: Optional comma-separated list of maps to process.
- ex: `go run . --maps=world,eastasia,big_plains`
### Logging
- `--log-level`: Explicitly sets the log level.
- ex: `go run . --log-level=debug`
- values: `ALL`, `DEBUG`, `INFO` (default), `WARN`, `ERROR`.
- `--verbose` or `-v`: Adds additional logging and prefixes logs with the `[mapname]`. Alias of `--log-level=DEBUG`.
- `--debug-performance`: Adds additional logging for performance-based recommendations, sets `--log-level=DEBUG`.
- `--debug-removal`: Adds additional logging of removed island and lake position/size, sets `--log-level=DEBUG`.
The Generator outputs logs using `slog` with standard log-levels, and an additional ALL level.
The `--verbose`, `-v`, `--debug-performance`, and `--debug-removal` flags all set the log level to `DEBUG`.
`debug-performance` and `debug-removal` are opt-in on top of the debug log level, as they can produce wordy output. You must pass the specific flag to see the corresponding logs if the `log-level` is set to `DEBUG`.
Setting `--log-level=ALL` will output all possible logs, including all `DEBUG` tiers, regardless of whether the specific flags are passed.
## Create image.png
The map-generator will process your input file at `assets/maps/<map_name>/image.png` to generate the map
thumbnail and binary files. To create this `png` input file, you can crop the world map:
1. [Download world map (warning very large file)](https://drive.google.com/file/d/1W2oMPj1L5zWRyPhh8LfmnY3_kve-FBR2/view?usp=sharing)
2. Crop the file (recommend Gimp)
If you are doing work in image editing software or using automated tools, `./map_generator.go` contains documentation for:
- `Pixel` -> `Terrain Type & Magnitude` mapping in `GenerateMap`
- `Terrain Type` -> `Thumbnail Color` mapping in `getThumbnailColor`
In-Game, terrain is rendered using themes. The color of a tile is determined dynamically based on
its **Terrain Type** and **Magnitude**. Theme Files:
- `../src/core/configuration/PastelTheme.ts` (Light)
- `../src/core/configuration/PastelThemeDark.ts` (Dark).
## Create info.json
The map-generator will process your input file at `assets/maps/<map_name>/info.json` to determine the
position of Nations, their starting coordinates, and any flags.
Example:
```json
{
"name": "MySampleMap",
"nations": [
{
"coordinates": [396, 364],
"name": "United States",
"flag": "us"
}
]
}
```
`coordinates` is x/y position of the nation spawn on the map. Origin is at top left, with x extending right and y extending down
`name` is a `CamelCaseName` of your map. It is used to enable the map in-game.
`flag` is the code for a country
- The full list of supported codes can be seen in `../src/client/data/countries.json` - all ISO_3166 codes are supported, with several additions.
- For quick reference, [Use country codes found here](https://en.wikipedia.org/wiki/List_of_ISO_3166_country_codes)
## Update CREDITS.md
Add License & Attribution information to `../CREDITS.md`. If you are unsure if
a map's license can be used, open an issue or ask in Discord before beginning work.
## Adding Flags
Flags can be added to `../resources/flags/<iso_code>.svg`
The country will need to be added to `../src/client/data/countries.json`
## To Enable In-Game
Using the `name` from your json:
- Add to GameMapType and mapCategories in `../src/core/game/Game.ts`
- Add to the map playlist in `../src/server/MapPlaylist.ts`
- Add to the `map` translation object in `../resources/lang/en.json`
## Notes
- Islands smaller than 30 tiles (pixels) are automatically removed by the script.
- Bodies of water smaller than 200 tiles (pixels) are also removed.
- The map generator normalizes dimensions to multiples of 4. Any pixels beyond `Width - (Width % 4)` or `Height - (Height % 4)` are cropped.
For Performance Reasons:
- Maps should be between 2 - 3 million pixels square (area).
- Maps with over 3 million land tiles are not recommended.
- Average land tile count is around 1 - 2 million.
## 🛠️ Development Tools
- **Format map-generator code**:
```bash
go fmt .
```
- **Output Map Generator Documentation**:
```bash
go doc -cmd -u -all
```
The map-generator is a cli tool, to get any visibility, we pass `-cmd`. It also
does not expose any API, so we use `-u` and `-all` to show all documentation for
unexposed values.
_Known Bug_ Using `-http` does not respect the other flags and only renders the README