major update, gets with the makings of the def thingies. run the exe with no params to get help. might want to use:
tomomap -? | more

I'm thinking of upping the contrast when there's just a shadowmap and no texture...
direct all complaints/questions to this thread. If you find a bug, let me know.


TODO, in rough order of priority
Mask based coloring as an option instead of LOD textures. Wanted to get the program fairly poished before working on this, and I think I'm about there.

configurable sectors per edge and scaling options.. Need to do the math and figure out how to present thje options the the user.

world cache scanning for community names for automatic addition to newly generated maps.

upsampled heightmaps.Add n<=5 pixels between each exiting pixel on the heightmap, and fill in the remaining space with new points. I suppose this could be faked instead of actually creating the modified heightmap structure in memory. just have to iterate through the map multiple times... in any case, the texturemaps are 640x640 per sector, which allows for a lot higher quality maps than what I'm vurrently generating... a 16 sector map is just 500x500, and I'm generating 4 sector 250x250 maps now to avoid situations where I'm forced to use 2-3 more sectors than I want to, or have the map be cut off... the client doesn't seem to like it when you mix and match resolutions of images in the same map (it likes squares) and I'm too lazy to create the single base image and then figure out how to chunkify that.


G.U.I. ******** I'm lazy.


Some way of representing structures/trees/etc (also pulled out of the world cache scan)