A commandline tool to convert Project Zomboid map data / savegames into PNG files
texturepacks
directory next to MapMap.exeMapname_lotpack
and copy all files of the map into itMapname_output
Your setup should look like this now:MapMap.exe
texturepacks/
├── ApCom_old.pack
├── ApCom.pack
├── ApComUI.pack
├── Characters.pack
├── Erosion.pack
├── IconsMoveables.pack
├── JumboTrees1x.pack
├── JumboTrees2x.pack
├── Mechanics.pack
├── Overlays1x.pack
├── Overlays2x.pack
├── RadioIcons.pack
├── Tiles1x.floor.pack
├── Tiles1x.pack
├── Tiles2x.floor.pack
├── Tiles2x.pack
├── UI2.pack
├── UI.pack
└── WeatherFx.pack
Mapname_lotpack/
├── 1_1.lotheader
├── 2_1.lotheader
├── chunkdata_1_1.bin
├── chunkdata_2_1.bin
├── map.info
├── objects.lua
├── spawnpoints.lua
├── thumb.png
├── world_1_1.lotpack
└── world_2_1.lotpack
Mapname_output/
Now run the command:
MapMap.exe -gfxsource TexturePacks\Erosion.pack -gfxsource TexturePacks\Tiles2x.pack -gfxsource TexturePacks\Tiles2x.floor.pack -gfxsource TexturePacks\ApCom.pack -gfxsource texturepacks\RadioIcons.pack -gfxsource TexturePacks\ApComUI.pack -mapsource Mapname_lotpack -output Mapname_output\ -dolayers true -divider 4 -maxthreads 2
A lot of png files will be created in the Mapname_output
directory, occupying - depending on the size of your map - possibly hundreds of GB of space. For reference, the main Project Zomboid map occupies 461 GB after this.
When you are done with this, you need to head over to the deepzoom-utils repository (https://github.com/blind-coder/deepzoom-utils) and continue there.