maps4fs 1.0.5__py3-none-any.whl → 1.0.8__py3-none-any.whl

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -4,6 +4,7 @@ around the map."""
4
4
  from __future__ import annotations
5
5
 
6
6
  import os
7
+ import shutil
7
8
 
8
9
  import cv2
9
10
  import numpy as np
@@ -15,13 +16,15 @@ from maps4fs.generator.dem import (
15
16
  DEFAULT_MULTIPLIER,
16
17
  DEFAULT_PLATEAU,
17
18
  )
18
- from maps4fs.generator.path_steps import PATH_FULL_NAME, get_steps
19
+ from maps4fs.generator.path_steps import (
20
+ PATH_FULL_NAME,
21
+ PATH_FULL_PREVIEW_NAME,
22
+ get_steps,
23
+ )
19
24
  from maps4fs.generator.tile import Tile
20
25
 
21
26
  RESIZE_FACTOR = 1 / 4
22
- SIMPLIFY_FACTOR = 10
23
27
  FULL_RESIZE_FACTOR = 1 / 8
24
- FULL_SIMPLIFY_FACTOR = 20
25
28
 
26
29
 
27
30
  class Background(Component):
@@ -42,8 +45,11 @@ class Background(Component):
42
45
  self.tiles: list[Tile] = []
43
46
  origin = self.coordinates
44
47
 
48
+ only_full_tiles = self.kwargs.get("only_full_tiles", True)
49
+ self.light_version = self.kwargs.get("light_version", False)
50
+
45
51
  # Getting a list of 8 tiles around the map starting from the N(North) tile.
46
- for path_step in get_steps(self.map_height, self.map_width):
52
+ for path_step in get_steps(self.map_height, self.map_width, only_full_tiles):
47
53
  # Getting the destination coordinates for the current tile.
48
54
  if path_step.angle is None:
49
55
  # For the case when generating the overview map, which has the same
@@ -52,6 +58,11 @@ class Background(Component):
52
58
  else:
53
59
  tile_coordinates = path_step.get_destination(origin)
54
60
 
61
+ if path_step.code == PATH_FULL_PREVIEW_NAME:
62
+ auto_process = False
63
+ else:
64
+ auto_process = self.kwargs.get("auto_process", False)
65
+
55
66
  # Create a Tile component, which is needed to save the DEM image.
56
67
  tile = Tile(
57
68
  game=self.game,
@@ -61,7 +72,7 @@ class Background(Component):
61
72
  map_directory=self.map_directory,
62
73
  logger=self.logger,
63
74
  tile_code=path_step.code,
64
- auto_process=False,
75
+ auto_process=auto_process,
65
76
  blur_radius=self.kwargs.get("blur_radius", DEFAULT_BLUR_RADIUS),
66
77
  multiplier=self.kwargs.get("multiplier", DEFAULT_MULTIPLIER),
67
78
  plateau=self.kwargs.get("plateau", DEFAULT_PLATEAU),
@@ -83,8 +94,29 @@ class Background(Component):
83
94
  generated."""
84
95
  for tile in self.tiles:
85
96
  tile.process()
97
+ if tile.code == PATH_FULL_NAME:
98
+ cutted_dem_path = self.cutout(tile.dem_path)
99
+ if self.game.additional_dem_name is not None:
100
+ self.make_copy(cutted_dem_path, self.game.additional_dem_name)
86
101
 
87
- self.generate_obj_files()
102
+ if not self.light_version:
103
+ self.generate_obj_files()
104
+ else:
105
+ self.logger.info("Light version is enabled, obj files will not be generated.")
106
+
107
+ def make_copy(self, dem_path: str, dem_name: str) -> None:
108
+ """Copies DEM data to additional DEM file.
109
+
110
+ Arguments:
111
+ dem_path (str): Path to the DEM file.
112
+ dem_name (str): Name of the additional DEM file.
113
+ """
114
+ dem_directory = os.path.dirname(dem_path)
115
+
116
+ additional_dem_path = os.path.join(dem_directory, dem_name)
117
+
118
+ shutil.copyfile(dem_path, additional_dem_path)
119
+ self.logger.info("Additional DEM data was copied to %s.", additional_dem_path)
88
120
 
89
121
  def info_sequence(self) -> dict[str, dict[str, str | float | int]]:
90
122
  """Returns a dictionary with information about the tiles around the map.
@@ -152,6 +184,63 @@ class Background(Component):
152
184
  dem_data = cv2.imread(tile.dem_path, cv2.IMREAD_UNCHANGED) # pylint: disable=no-member
153
185
  self.plane_from_np(tile.code, dem_data, save_path) # type: ignore
154
186
 
187
+ # pylint: disable=too-many-locals
188
+ def cutout(self, dem_path: str) -> str:
189
+ """Cuts out the center of the DEM (the actual map) and saves it as a separate file.
190
+
191
+ Arguments:
192
+ dem_path (str): The path to the DEM file.
193
+
194
+ Returns:
195
+ str -- The path to the cutout DEM file.
196
+ """
197
+ dem_data = cv2.imread(dem_path, cv2.IMREAD_UNCHANGED) # pylint: disable=no-member
198
+
199
+ center = (dem_data.shape[0] // 2, dem_data.shape[1] // 2)
200
+ half_size = self.map_height // 2
201
+ x1 = center[0] - half_size
202
+ x2 = center[0] + half_size
203
+ y1 = center[1] - half_size
204
+ y2 = center[1] + half_size
205
+ dem_data = dem_data[x1:x2, y1:y2]
206
+
207
+ output_size = self.map_height + 1
208
+
209
+ main_dem_path = self.game.dem_file_path(self.map_directory)
210
+ dem_directory = os.path.dirname(main_dem_path)
211
+
212
+ try:
213
+ os.remove(main_dem_path)
214
+ except FileNotFoundError:
215
+ pass
216
+
217
+ # pylint: disable=no-member
218
+ resized_dem_data = cv2.resize(
219
+ dem_data, (output_size, output_size), interpolation=cv2.INTER_LINEAR
220
+ )
221
+
222
+ # Giant Editor contains a bug for large maps, where the DEM should not match
223
+ # the UnitsPerPixel value. For example, for map 8192x8192, without bug
224
+ # the DEM image should be 8193x8193, but it does not work, so we need to
225
+ # resize the DEM to 4097x4097.
226
+ if self.map_height > 4096:
227
+ correct_dem_path = os.path.join(dem_directory, "correct_dem.png")
228
+ save_path = correct_dem_path
229
+
230
+ output_size = self.map_height // 2 + 1
231
+ bugged_dem_data = cv2.resize(
232
+ dem_data, (output_size, output_size), interpolation=cv2.INTER_LINEAR
233
+ )
234
+ # pylint: disable=no-member
235
+ cv2.imwrite(main_dem_path, bugged_dem_data)
236
+ else:
237
+ save_path = main_dem_path
238
+
239
+ cv2.imwrite(save_path, resized_dem_data) # pylint: disable=no-member
240
+ self.logger.info("DEM cutout saved: %s", save_path)
241
+
242
+ return save_path
243
+
155
244
  # pylint: disable=too-many-locals
156
245
  def plane_from_np(self, tile_code: str, dem_data: np.ndarray, save_path: str) -> None:
157
246
  """Generates a 3D obj file based on DEM data.
@@ -163,10 +252,8 @@ class Background(Component):
163
252
  """
164
253
  if tile_code == PATH_FULL_NAME:
165
254
  resize_factor = FULL_RESIZE_FACTOR
166
- simplify_factor = FULL_SIMPLIFY_FACTOR
167
255
  else:
168
256
  resize_factor = RESIZE_FACTOR
169
- simplify_factor = SIMPLIFY_FACTOR
170
257
  dem_data = cv2.resize( # pylint: disable=no-member
171
258
  dem_data, (0, 0), fx=resize_factor, fy=resize_factor
172
259
  )
@@ -213,14 +300,21 @@ class Background(Component):
213
300
  mesh.apply_transform(rotation_matrix_y)
214
301
  mesh.apply_transform(rotation_matrix_z)
215
302
 
216
- self.logger.debug("Mesh generated with %s faces, will be simplified", len(mesh.faces))
303
+ if tile_code == PATH_FULL_PREVIEW_NAME:
304
+ # Simplify the preview mesh to reduce the size of the file.
305
+ mesh = mesh.simplify_quadric_decimation(face_count=len(mesh.faces) // 2**7)
217
306
 
218
- # Simplify the mesh to reduce the number of faces.
219
- mesh = mesh.simplify_quadric_decimation(face_count=len(faces) // simplify_factor)
220
- self.logger.debug("Mesh simplified to %s faces", len(mesh.faces))
221
-
222
- if tile_code == PATH_FULL_NAME:
307
+ # Apply scale to make the preview mesh smaller in the UI.
308
+ mesh.apply_scale([0.5, 0.5, 0.5])
223
309
  self.mesh_to_stl(mesh)
310
+ else:
311
+ multiplier = self.kwargs.get("multiplier", DEFAULT_MULTIPLIER)
312
+ if multiplier != 1:
313
+ z_scaling_factor = 1 / multiplier
314
+ else:
315
+ z_scaling_factor = 1 / 2**5
316
+ self.logger.debug("Z scaling factor: %s", z_scaling_factor)
317
+ mesh.apply_scale([1 / resize_factor, 1 / resize_factor, z_scaling_factor])
224
318
 
225
319
  mesh.export(save_path)
226
320
  self.logger.debug("Obj file saved: %s", save_path)
@@ -234,7 +328,6 @@ class Background(Component):
234
328
  mesh (trimesh.Trimesh) -- The mesh to convert to an STL file.
235
329
  """
236
330
  preview_path = os.path.join(self.previews_directory, "background_dem.stl")
237
- mesh = mesh.simplify_quadric_decimation(percent=0.05)
238
331
  mesh.export(preview_path)
239
332
 
240
333
  self.logger.info("STL file saved: %s", preview_path)
maps4fs/generator/dem.py CHANGED
@@ -225,22 +225,6 @@ class DEM(Component):
225
225
  cv2.imwrite(self._dem_path, resampled_data)
226
226
  self.logger.info("DEM data was saved to %s.", self._dem_path)
227
227
 
228
- if self.game.additional_dem_name is not None:
229
- self.make_copy(self.game.additional_dem_name)
230
-
231
- def make_copy(self, dem_name: str) -> None:
232
- """Copies DEM data to additional DEM file.
233
-
234
- Arguments:
235
- dem_name (str): Name of the additional DEM file.
236
- """
237
- dem_directory = os.path.dirname(self._dem_path)
238
-
239
- additional_dem_path = os.path.join(dem_directory, dem_name)
240
-
241
- shutil.copyfile(self._dem_path, additional_dem_path)
242
- self.logger.info("Additional DEM data was copied to %s.", additional_dem_path)
243
-
244
228
  def _tile_info(self, lat: float, lon: float) -> tuple[str, str]:
245
229
  """Returns latitude band and tile name for SRTM tile from coordinates.
246
230
 
maps4fs/generator/game.py CHANGED
@@ -39,7 +39,7 @@ class Game:
39
39
  _grle_schema: str | None = None
40
40
 
41
41
  # Order matters! Some components depend on others.
42
- components = [Texture, I3d, DEM, Config, GRLE, Background]
42
+ components = [Texture, DEM, I3d, Config, GRLE, Background]
43
43
 
44
44
  def __init__(self, map_template_path: str | None = None):
45
45
  if map_template_path:
maps4fs/generator/i3d.py CHANGED
@@ -34,6 +34,8 @@ class I3d(Component):
34
34
  def preprocess(self) -> None:
35
35
  """Gets the path to the map I3D file from the game instance and saves it to the instance
36
36
  attribute. If the game does not support I3D files, the attribute is set to None."""
37
+ self.auto_process = self.kwargs.get("auto_process", False)
38
+
37
39
  try:
38
40
  self._map_i3d_path = self.game.i3d_file_path(self.map_directory)
39
41
  self.logger.debug("Map I3D path: %s.", self._map_i3d_path)
@@ -69,22 +71,16 @@ class I3d(Component):
69
71
  root = tree.getroot()
70
72
  for map_elem in root.iter("Scene"):
71
73
  for terrain_elem in map_elem.iter("TerrainTransformGroup"):
72
- terrain_elem.set("heightScale", str(DEFAULT_HEIGHT_SCALE))
73
- self.logger.debug(
74
- "heightScale attribute set to %s in TerrainTransformGroup element.",
75
- DEFAULT_HEIGHT_SCALE,
76
- )
77
- terrain_elem.set("maxLODDistance", str(DEFAULT_MAX_LOD_DISTANCE))
78
- self.logger.debug(
79
- "maxLODDistance attribute set to %s in TerrainTransformGroup element.",
80
- DEFAULT_MAX_LOD_DISTANCE,
81
- )
82
-
83
- terrain_elem.set("occMaxLODDistance", str(DEFAULT_MAX_LOD_OCCLUDER_DISTANCE))
84
- self.logger.debug(
85
- "occMaxLODDistance attribute set to %s in TerrainTransformGroup element.",
86
- DEFAULT_MAX_LOD_OCCLUDER_DISTANCE,
87
- )
74
+ if self.auto_process:
75
+ terrain_elem.set("heightScale", str(DEFAULT_HEIGHT_SCALE))
76
+ self.logger.debug(
77
+ "heightScale attribute set to %s in TerrainTransformGroup element.",
78
+ DEFAULT_HEIGHT_SCALE,
79
+ )
80
+ else:
81
+ self.logger.debug(
82
+ "Auto process is disabled, skipping the heightScale attribute update."
83
+ )
88
84
 
89
85
  self.logger.debug("TerrainTransformGroup element updated in I3D file.")
90
86
 
@@ -6,6 +6,7 @@ from geopy.distance import distance # type: ignore
6
6
 
7
7
  DEFAULT_DISTANCE = 2048
8
8
  PATH_FULL_NAME = "FULL"
9
+ PATH_FULL_PREVIEW_NAME = "FULL_PREVIEW"
9
10
 
10
11
 
11
12
  class PathStep(NamedTuple):
@@ -40,13 +41,14 @@ class PathStep(NamedTuple):
40
41
  return destination.latitude, destination.longitude
41
42
 
42
43
 
43
- def get_steps(map_height: int, map_width: int) -> list[PathStep]:
44
+ def get_steps(map_height: int, map_width: int, only_full_tiles: bool = True) -> list[PathStep]:
44
45
  """Return a list of PathStep objects for each tile, which represent a step in the path.
45
46
  Moving from the center of the map to North, then clockwise.
46
47
 
47
48
  Arguments:
48
49
  map_height {int} -- Height of the map in pixels
49
50
  map_width {int} -- Width of the map in pixels
51
+ only_full_tiles {bool} -- Whether to return only full tiles or all tiles
50
52
 
51
53
  Returns:
52
54
  list[PathStep] -- List of PathStep objects
@@ -57,7 +59,7 @@ def get_steps(map_height: int, map_width: int) -> list[PathStep]:
57
59
 
58
60
  half_default_distance = int(DEFAULT_DISTANCE / 2)
59
61
 
60
- return [
62
+ tiles = [
61
63
  PathStep("N", 0, half_height + half_default_distance, (map_width, DEFAULT_DISTANCE)),
62
64
  PathStep(
63
65
  "NE", 90, half_width + half_default_distance, (DEFAULT_DISTANCE, DEFAULT_DISTANCE)
@@ -74,10 +76,22 @@ def get_steps(map_height: int, map_width: int) -> list[PathStep]:
74
76
  PathStep(
75
77
  "NW", 0, half_height + half_default_distance, (DEFAULT_DISTANCE, DEFAULT_DISTANCE)
76
78
  ),
79
+ ]
80
+ full_tiles = [
77
81
  PathStep(
78
82
  PATH_FULL_NAME,
79
83
  None,
80
84
  None,
81
85
  (map_width + DEFAULT_DISTANCE * 2, map_height + DEFAULT_DISTANCE * 2),
82
86
  ),
87
+ PathStep(
88
+ PATH_FULL_PREVIEW_NAME,
89
+ None,
90
+ None,
91
+ (map_width + DEFAULT_DISTANCE * 2, map_height + DEFAULT_DISTANCE * 2),
92
+ ),
83
93
  ]
94
+
95
+ if only_full_tiles:
96
+ return full_tiles
97
+ return tiles + full_tiles
@@ -159,6 +159,7 @@ class Texture(Component):
159
159
 
160
160
  def preprocess(self) -> None:
161
161
  self.light_version = self.kwargs.get("light_version", False)
162
+ self.fields_padding = self.kwargs.get("fields_padding", 0)
162
163
  self.logger.debug("Light version: %s.", self.light_version)
163
164
 
164
165
  if not os.path.isfile(self.game.texture_schema):
@@ -476,7 +477,9 @@ class Texture(Component):
476
477
  pairs = list(zip(xs, ys))
477
478
  return np.array(pairs, dtype=np.int32).reshape((-1, 1, 2))
478
479
 
479
- def _to_polygon(self, obj: pd.core.series.Series, width: int | None) -> np.ndarray | None:
480
+ def _to_polygon(
481
+ self, obj: pd.core.series.Series, width: int | None
482
+ ) -> shapely.geometry.polygon.Polygon:
480
483
  """Converts OSM object to numpy array of polygon points.
481
484
 
482
485
  Arguments:
@@ -484,7 +487,7 @@ class Texture(Component):
484
487
  width (int | None): Width of the polygon in meters.
485
488
 
486
489
  Returns:
487
- np.ndarray | None: Numpy array of polygon points.
490
+ shapely.geometry.polygon.Polygon: Polygon geometry.
488
491
  """
489
492
  geometry = obj["geometry"]
490
493
  geometry_type = geometry.geom_type
@@ -498,7 +501,7 @@ class Texture(Component):
498
501
  self,
499
502
  geometry: shapely.geometry.linestring.LineString | shapely.geometry.point.Point,
500
503
  width: int | None,
501
- ) -> np.ndarray:
504
+ ) -> shapely.geometry.polygon.Polygon:
502
505
  """Converts LineString or Point geometry to numpy array of polygon points.
503
506
 
504
507
  Arguments:
@@ -507,10 +510,23 @@ class Texture(Component):
507
510
  width (int | None): Width of the polygon in meters.
508
511
 
509
512
  Returns:
510
- np.ndarray: Numpy array of polygon points.
513
+ shapely.geometry.polygon.Polygon: Polygon geometry.
511
514
  """
512
515
  polygon = geometry.buffer(width)
513
- return self._to_np(polygon)
516
+ return polygon
517
+
518
+ def _skip(
519
+ self, geometry: shapely.geometry.polygon.Polygon, *args, **kwargs
520
+ ) -> shapely.geometry.polygon.Polygon:
521
+ """Returns the same geometry.
522
+
523
+ Arguments:
524
+ geometry (shapely.geometry.polygon.Polygon): Polygon geometry.
525
+
526
+ Returns:
527
+ shapely.geometry.polygon.Polygon: Polygon geometry.
528
+ """
529
+ return geometry
514
530
 
515
531
  def _converters(
516
532
  self, geom_type: str
@@ -523,7 +539,7 @@ class Texture(Component):
523
539
  Returns:
524
540
  Callable[[shapely.geometry, int | None], np.ndarray]: Converter function.
525
541
  """
526
- converters = {"Polygon": self._to_np, "LineString": self._sequence, "Point": self._sequence}
542
+ converters = {"Polygon": self._skip, "LineString": self._sequence, "Point": self._sequence}
527
543
  return converters.get(geom_type) # type: ignore
528
544
 
529
545
  def polygons(
@@ -538,6 +554,7 @@ class Texture(Component):
538
554
  Yields:
539
555
  Generator[np.ndarray, None, None]: Numpy array of polygon points.
540
556
  """
557
+ is_fieds = "farmland" in tags.values()
541
558
  try:
542
559
  objects = ox.features_from_bbox(bbox=self.new_bbox, tags=tags)
543
560
  except Exception as e: # pylint: disable=W0718
@@ -551,7 +568,17 @@ class Texture(Component):
551
568
  polygon = self._to_polygon(obj, width)
552
569
  if polygon is None:
553
570
  continue
554
- yield polygon
571
+
572
+ if is_fieds and self.fields_padding > 0:
573
+ padded_polygon = polygon.buffer(-self.fields_padding)
574
+
575
+ if not isinstance(padded_polygon, shapely.geometry.polygon.Polygon):
576
+ self.logger.warning("The padding value is too high, field will not padded.")
577
+ else:
578
+ polygon = padded_polygon
579
+
580
+ polygon_np = self._to_np(polygon)
581
+ yield polygon_np
555
582
 
556
583
  def previews(self) -> list[str]:
557
584
  """Invokes methods to generate previews. Returns list of paths to previews.
maps4fs/generator/tile.py CHANGED
@@ -49,7 +49,3 @@ class Tile(DEM):
49
49
  tuple[int, int]: The width and height of the output image.
50
50
  """
51
51
  return self.map_width, self.map_height
52
-
53
- def make_copy(self, *args, **kwargs) -> None:
54
- """Override the method to prevent copying the tile."""
55
- pass # pylint: disable=unnecessary-pass
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.1
2
2
  Name: maps4fs
3
- Version: 1.0.5
3
+ Version: 1.0.8
4
4
  Summary: Generate map templates for Farming Simulator from real places.
5
5
  Author-email: iwatkot <iwatkot@gmail.com>
6
6
  License: MIT License
@@ -31,7 +31,7 @@ Requires-Dist: pympler
31
31
  <p align="center">
32
32
  <a href="#Quick-Start">Quick Start</a> •
33
33
  <a href="#Overview">Overview</a> •
34
- <a href="#Step-by-step">Create a map in 10 steps</a> •
34
+ <a href="docs/step_by_step.md">Create a map in 10 steps</a> •
35
35
  <a href="#How-To-Run">How-To-Run</a><br>
36
36
  <a href="docs/FAQ.md">FAQ</a> •
37
37
  <a href="docs/map_structure.md">Map Structure</a> •
@@ -69,12 +69,12 @@ Requires-Dist: pympler
69
69
  🚜 Supports Farming Simulator 22 and 25<br>
70
70
  🔷 Generates *.obj files for background terrain based on the real-world height map<br>
71
71
  📄 Generates scripts to download high-resolution satellite images from [QGIS](https://qgis.org/download/) in one click<br>
72
- 🧰 Modder Toolbox to help you with various of tasks 🆕<br>
72
+ 🧰 Modder Toolbox to help you with various tasks 🆕<br>
73
73
  🌾 Automatically generates fields 🆕<br>
74
74
 
75
75
  <p align="center">
76
76
  <img src="https://github.com/user-attachments/assets/cf8f5752-9c69-4018-bead-290f59ba6976"><br>
77
- 🌎 Detailed terrain based on real world data.<br><br>
77
+ 🌎 Detailed terrain based on real-world data.<br><br>
78
78
  <img src="https://github.com/user-attachments/assets/7f238ab4-9ff4-4c6e-ba07-5796be012baa"><br>
79
79
  🛰️ Realistic background terrain objects with satellite images.<br><br>
80
80
  <img src="https://github.com/user-attachments/assets/80e5923c-22c7-4dc0-8906-680902511f3a"><br>
@@ -85,14 +85,18 @@ Requires-Dist: pympler
85
85
  📏 Almost any possible map sizes.
86
86
  </p>
87
87
 
88
+ 📹 A complete step-by-step video tutorial is here!
89
+ <a href="https://www.youtube.com/watch?v=Nl_aqXJ5nAk" target="_blank"><img src="https://github.com/user-attachments/assets/4845e030-0e73-47ab-a5a3-430308913060"/></a>
90
+ <i>How to Generate a Map for Farming Simulator 25 and 22 from a real place using maps4FS</i>
91
+
88
92
  ## Quick Start
89
93
  There are several ways to use the tool. You obviously need the **first one**, but you can choose any of the others depending on your needs.<br>
90
94
  ### 🚜 For most users
91
- **Option 1:** open the [maps4fs](https://maps4fs.streamlit.app) on StreamLit and generate a map template in a few clicks.<br>
95
+ **Option 1:** Open the [maps4fs](https://maps4fs.streamlit.app) on StreamLit and generate a map template in a few clicks.<br>
92
96
  <i>Note, that StreamLit community hosting has some limitations, such as: <br>
93
97
  1. Maximum map size is 4096x4096 meters. <br>
94
98
  2. Advanced settings are disabled. <br>
95
- 3. Texure dissolving is disabled (they will look worse). </i><br>
99
+ 3. Texture dissolving is disabled (they will look worse). </i><br>
96
100
 
97
101
  If you run the application locally, you won't have any of these limitations and will be able to generate maps of any size with any settings you want and nice looking textures.<br>
98
102
  So, jump to [Docker version](#option-2-docker-version) to launch the tool with one command and get the full experience.<br>
@@ -100,7 +104,7 @@ So, jump to [Docker version](#option-2-docker-version) to launch the tool with o
100
104
  ![Basic WebUI](https://github.com/user-attachments/assets/52f499cc-f28a-4da3-abef-0e818abe8dbe)
101
105
 
102
106
  ### 😎 For advanced users
103
- **Option 2:** run the Docker version in your browser. Launch the following command in your terminal:
107
+ **Option 2:** Run the Docker version in your browser. Launch the following command in your terminal:
104
108
  ```bash
105
109
  docker run -d -p 8501:8501 iwatkot/maps4fs
106
110
  ```
@@ -126,7 +130,7 @@ So, if you're new to map making, here's a quick overview of the process:
126
130
 
127
131
  ### Previews
128
132
 
129
- The generator also creates a multiple previews of the map. Here's the list of them:
133
+ The generator also creates multiple previews of the map. Here's the list of them:
130
134
  1. General preview - merging all the layers into one image with different colors.
131
135
  2. Grayscale DEM preview - a grayscale image of the height map (as it is).
132
136
  3. Colored DEM preview - a colored image of the height map (from blue to red). The blue color represents the lowest point, and the red color represents the highest point.
@@ -143,10 +147,6 @@ Don't know where to start? Don't worry, just follow this [step-by-step guide](do
143
147
 
144
148
  ## How-To-Run
145
149
 
146
- You'll find detailed instructions on how to run the project below. But if you prefer video tutorials, here's one for you:
147
- <a href="https://www.youtube.com/watch?v=ujwWKHVKsw8" target="_blank"><img src="https://github.com/user-attachments/assets/6dbbbc71-d04f-40b2-9fba-81e5e4857407"/></a>
148
- <i>Video tutorial: How to generate a Farming Simulator 22 map from real-world data.</i>
149
-
150
150
  ### Option 1: StreamLit
151
151
  🟢 Recommended for all users.
152
152
  🛠️ Don't need to install anything.
@@ -159,7 +159,7 @@ Note: due to CPU and RAM limitations of the hosting, the generation may take som
159
159
  Using it is easy and doesn't require any guides. Enjoy!
160
160
 
161
161
  ### Option 2: Docker version
162
- 🟠 Recommended for users who want bigger maps, fast generation, nice looking textures and advanced settings.
162
+ 🟠 Recommended for users who want bigger maps, fast generation, nice-looking textures, and advanced settings.
163
163
  🛠️ Launch with one single command.
164
164
  🗺️ Supported map sizes: 2x2, 4x4, 8x8, 16x16 km and any custom size.
165
165
  ⚙️ Advanced settings: enabled.
@@ -192,7 +192,7 @@ import maps4fs as mfs
192
192
 
193
193
  game = mfs.Game.from_code("FS25")
194
194
  ```
195
- In this case the library will use the default templates, which should be present in the `data` directory, which should be placed in the current working directory.<br>
195
+ In this case, the library will use the default templates, which should be present in the `data` directory, which should be placed in the current working directory.<br>
196
196
  Structure example:<br>
197
197
 
198
198
  ```text
@@ -230,12 +230,12 @@ The tool now has a Modder Toolbox, which is a set of tools to help you with vari
230
230
 
231
231
  ![Modder Toolbox](https://github.com/user-attachments/assets/dffb252f-f5c0-4021-9d45-31e5bccc0d9b)
232
232
 
233
- ### Tool categories
233
+ ### Tool Categories
234
234
  Tools are divided into categories, which are listed below.
235
- #### Textures and DEM
236
- - **GeoTIFF windowing** - allows you to upload your GeoTIFF file and select the region of interest to extract it from the image. It's useful when you have high-resolution DEM data and want to create the height map using it.
235
+ #### For Textures and DEM
236
+ - **GeoTIFF windowing** - allows you to upload your GeoTIFF file and select the region of interest to extract it from the image. It's useful when you have high-resolution DEM data and want to create a height map using it.
237
237
 
238
- #### Background terrain
238
+ #### For Background terrain
239
239
  - **Convert image to obj model** - allows you to convert the image to the obj model. You can use this tool to create the background terrain for your map. It can be extremely useful if you have access to the sources of high-resolution DEM data and want to create the background terrain using it.
240
240
 
241
241
  ## Supported objects
@@ -254,13 +254,13 @@ The project is based on the [OpenStreetMap](https://www.openstreetmap.org/) data
254
254
  The list will be updated as the project develops.
255
255
 
256
256
  ## Generation info
257
- The script will generate the `generation_info.json` file in the `output` folder. It splitted to the different sections, which represents the components of the map generator. You may need this information to use some other tools and services to obtain additional data for your map.<br>
257
+ The script will generate the `generation_info.json` file in the `output` folder. It is split into different sections, which represent the components of the map generator. You may need this information to use some other tools and services to obtain additional data for your map.<br>
258
258
 
259
259
  List of components:
260
260
  - `Config` - this component handles the `map.xml` file, where the basic description of the map is stored.
261
261
  - `Texture` - this component describes the textures, that were used to generate the map.
262
262
  - `DEM` - this component describes the Digital Elevation Model (the one which creates terrain on your map), which was used to generate the height map and related to the `dem.png` file.
263
- - `I3d` - this component describes the i3d file, where some specific attributes properties and path to the files are stored.
263
+ - `I3d` - this component describes the i3d file, where some specific attributes properties, and paths to the files are stored.
264
264
  - `Background` - this component describes the 8 tiles, that surround the map.
265
265
 
266
266
  Below you'll find descriptions of the components and the fields that they contain.<br>
@@ -281,9 +281,9 @@ Example of the `Config` component:
281
281
  }
282
282
  },
283
283
  ```
284
- The `Overview` section contains information to create an overview image, which represents the in-game map. You can use the `epsg3857_string` to obtain the satellite images in the QGIS. So this section describes the region of the map plus the borders. Usually, it's exact 2X the size of the map.<br>
284
+ The `Overview` section contains information to create an overview image, which represents the in-game map. You can use the `epsg3857_string` to obtain the satellite images in the QGIS. So this section describes the region of the map plus the borders. Usually, it's exactly 2X the size of the map.<br>
285
285
  And here's the list of the fields:
286
- - `"epsg3857_string"` - the string representation of the bounding box in the EPSG:3857 projection, it's required to obtain the satellite images in the QGIS,<br>
286
+ - `"epsg3857_string"` - the string representation of the bounding box in the EPSG:3857 projection, it is required to obtain the satellite images in the QGIS,<br>
287
287
  - `"south"` - the southern border of overview region,<br>
288
288
  - `"west"` - the western border of overview region,<br>
289
289
  - `"north"` - the northern border of overview region,<br>
@@ -328,7 +328,7 @@ And here's the list of the fields:
328
328
 
329
329
  ### Background
330
330
 
331
- The background component consist of the 8 tiles, each one represents the tile, that surrounds the map. The tiles are named as the cardinal points, e.g. "N", "NE", "E" and so on.<br>
331
+ The background component consists of the 8 tiles, each one representing the tile, that surrounds the map. The tiles are named as the cardinal points, e.g. "N", "NE", "E" and so on.<br>
332
332
  Example of the `Background` component:
333
333
 
334
334
  ```json
@@ -350,7 +350,7 @@ Example of the `Background` component:
350
350
  And here's the list of the fields:
351
351
  - `"center_latitude"` - the latitude of the center of the tile,<br>
352
352
  - `"center_longitude"` - the longitude of the center of the tile,<br>
353
- - `"epsg3857_string"` - the string representation of the bounding box in the EPSG:3857 projection, it's required to obtain the satellite images in the QGIS,<br>
353
+ - `"epsg3857_string"` - the string representation of the bounding box in the EPSG:3857 projection, it is required to obtain the satellite images in the QGIS,<br>
354
354
  - `"height"` - the height of the tile in meters,<br>
355
355
  - `"width"` - the width of the tile in meters,<br>
356
356
  - `"north"` - the northern border of the tile,<br>
@@ -359,7 +359,7 @@ And here's the list of the fields:
359
359
  - `"west"` - the western border of the tile,<br>
360
360
 
361
361
  ## Texture schema
362
- maps4fs uses a simple JSON file to define the texture schema. For each of supported games this file has unique entries, but the structure is the same. Here's an example of the schema for Farming Simulator 25:
362
+ maps4fs uses a simple JSON file to define the texture schema. For each ofthe supported games, this file has unique entries, but the structure is the same. Here's an example of the schema for Farming Simulator 25:
363
363
 
364
364
  ```json
365
365
  [
@@ -395,39 +395,39 @@ maps4fs uses a simple JSON file to define the texture schema. For each of suppor
395
395
  Let's have a closer look at the fields:
396
396
  - `name` - the name of the texture. Just the way the file will be named.
397
397
  - `count` - the number of textures of this type. For example, for the **dirtMedium** texture there will be two textures: **dirtMedium01_weight.png** and **dirtMedium02_weight.png**.
398
- ℹ️ There's one texture that have count `0`, it's the waterPuddle texture from FS22, which not present in FS25.
398
+ ℹ️ There's one texture that has count `0`, it's the waterPuddle texture from FS22, which is not present in FS25.
399
399
  - `tags` - the tags from the OpenStreetMap data. Refer to the section [Supported objects](#supported-objects) to see the list of supported tags. If there are no tags, the texture file will be generated empty and no objects will be placed on it.
400
400
  - `width` - the width of the texture in meters. Some of the objects from OSM (roads, for example) are lines, not areas. So, to draw them correctly, the tool needs to know the width of the line.
401
- - `color` - the color of the texture. It's used only in the preview images and have no effect on the map itself. But remember that previews are crucial for the map making process, so it's better to set the color to something that represents the texture.
401
+ - `color` - the color of the texture. It's used only in the preview images and has no effect on the map itself. But remember that previews are crucial for the map-making process, so it's better to set the color to something that represents the texture.
402
402
  - `priority` - the priority of the texture for overlapping. Textures with higher priorities will be drawn over the textures with lower priorities.
403
403
  ℹ️ The texture with 0 priority considers the base layer, which means that all empty areas will be filled with this texture.
404
- - `exclude_weight` - this only used for the forestRockRoots texture from FS25. It's just means that this texture has no `weight` postfix, that's all.
404
+ - `exclude_weight` - this is only used for the forestRockRoots texture from FS25. It just means that this texture has no `weight` postfix, that's all.
405
405
 
406
406
  ## Background terrain
407
- The tool now supports the generation of the background terrain. If you don't know what it is, here's a brief explanation. The background terrain is the world around the map. It's important to create it, because if you don't, the map will look like it's floating in the void. The background terrain is a simple plane which can (and should) be texture to look fine.<br>
408
- So, the tool generates the background terrain in the form of the 8 tiles, which surround the map. The tiles are named as the cardinal points, e.g. "N", "NE", "E" and so on. All those tiles will be saved in the `background` directory with corresponding names: `N.obj`, `NE.obj`, `E.obj` and so on.<br>
409
- If you don't want to work with separate tiles, the tool also generates the `FULL.obj` file, which includes everything around the map and the map itself. It may be a convinient approach to work with one file, one texture and then just cut the map from it.<br>
407
+ The tool now supports the generation of the background terrain. If you don't know what it is, here's a brief explanation. The background terrain is the world around the map. It's important to create it because if you don't, the map will look like it's floating in the void. The background terrain is a simple plane that can (and should) be textured to look fine.<br>
408
+ So, the tool generates the background terrain in the form of the 8 tiles, which surround the map. The tiles are named as the cardinal points, e.g. "N", "NE", "E" and so on. All those tiles will be saved in the `background` directory with corresponding names: `N.obj`, `NE.obj`, `E.obj`, and so on.<br>
409
+ If you don't want to work with separate tiles, the tool also generates the `FULL.obj` file, which includes everything around the map and the map itself. It may be a convenient approach to work with one file, one texture, and then just cut the map from it.<br>
410
410
 
411
411
  ![Complete background terrain in Blender](https://github.com/user-attachments/assets/7266b8f1-bfa2-4c14-a740-1c84b1030a66)
412
412
 
413
- ➡️ *No matter which approach you choose, you still need to adjust the background terrain to connect it to the map without any gaps. But with a sinlge file it's much easier to do.*
413
+ ➡️ *No matter which approach you choose, you still need to adjust the background terrain to connect it to the map without any gaps. But with a single file, it's much easier to do.*
414
414
 
415
- If you're willing to create a background terrain, you will need: Blender, the Blender Exporter Plugins and the QGIS. You'll find the download links in the [Resources](#resources) section.<br>
415
+ If you're willing to create a background terrain, you will need Blender, the Blender Exporter Plugins, and the QGIS. You'll find the download links in the [Resources](#resources) section.<br>
416
416
 
417
- If you're afraid of this task, please don't be. It's really simple and I've prepaired detailed step-by-step instructions for you, you'll find them in the separate README files. Here are the steps you need to follow:
417
+ If you're afraid of this task, please don't be. It's really simple and I've prepared detailed step-by-step instructions for you, you'll find them in the separate README files. Here are the steps you need to follow:
418
418
 
419
419
  1. [Download high-resolution satellite images](docs/download_satellite_images.md).
420
420
  2. [Prepare the i3d files](docs/create_background_terrain.md).
421
421
  3. [Import the i3d files to Giants Editor](docs/import_to_giants_editor.md).
422
422
 
423
423
  ## Overview image
424
- The overview image is an image that is used as in-game map. No matter what the size of the map, this file is always `4096x4096 pixels`, while the region of your map is `2048x2048 pixels` in center of this file. The rest of the image is just here for nice view, but you still may add satellite pictures to this region.<br>
424
+ The overview image is an image that is used as an in-game map. No matter what the size of the map, this file is always `4096x4096 pixels`, while the region of your map is `2048x2048 pixels` in the center of this file. The rest of the image is just here for a nice view, but you still may add satellite pictures to this region.<br>
425
425
 
426
426
  <img width="400" src="https://github.com/user-attachments/assets/ede9ea81-ef97-4914-9dbf-9761ef1eb7ca">
427
427
 
428
428
  Cool image by [@ZenJakey](https://github.com/ZenJakey).
429
429
 
430
- So, the same way you've downloaded the satellite images for the background terrain, you can download them for the overview image. Just use the `epsg3857_string` from the `generation_info.json` file. You'll find the needed string in the `Config` component in the `Overview` section:
430
+ So, in the same way, you've downloaded the satellite images for the background terrain, you can download them for the overview image. Just use the `epsg3857_string` from the `generation_info.json` file. You'll find the needed string in the `Config` component in the `Overview` section:
431
431
 
432
432
  ```json
433
433
  "Config": {
@@ -437,35 +437,43 @@ So, the same way you've downloaded the satellite images for the background terra
437
437
  },
438
438
  ```
439
439
 
440
- After it you need to resize the image to 4096x4096 pixels and convert it to the `.dds` format.
440
+ After that, you need to resize the image to 4096x4096 pixels and convert it to the `.dds` format.
441
441
 
442
442
  ## DDS conversion
443
- The `.dds` format is the format used in the Farming Simulator for the textures, icons, overview and preview images. There's a plenty of options to convert the images to the `.dds` format, you can just google something like `png to dds` and the first link probably will help you with it.<br>
443
+ The `.dds` format is the format used in the Farming Simulator for the textures, icons, overview, and preview images. There a plenty of options to convert the images to the `.dds` format, you can just google something like `png to dds`, and the first link probably will help you with it.<br>
444
444
 
445
445
  List of the important DDS files:
446
446
  - `icon.dds` - 256x256 pixels, the icon of the map,
447
- - `preview.dds` - 2048x2048 pixels, the preview image of the map on loading screen,
447
+ - `preview.dds` - 2048x2048 pixels, the preview image of the map on the loading screen,
448
448
  - `mapsUS/overview.dds` - 4096x4096 pixels, the overview image of the map (in-game map)
449
449
 
450
450
  ## For advanced users
451
451
  The tool supports the custom size of the map. To use this feature select `Custom` in the `Map size` dropdown and enter the desired size. The tool will generate a map with the size you entered.<br>
452
452
 
453
- ⛔️ Do not use this feature, if you don't know what you're doing. In most cases the Giants Editor will just crash on opening the file, because you need to enter a specific values for the map size.<br><br>
453
+ ⛔️ Do not use this feature, if you don't know what you're doing. In most cases, the Giants Editor will just crash on opening the file, because you need to enter specific values for the map size.<br><br>
454
454
 
455
- ![Advanced settings](https://github.com/user-attachments/assets/e7406adf-6b82-41a0-838a-13dd8877bebf)
455
+ ![Advanced settings](https://github.com/user-attachments/assets/9e8e178a-58d9-4aa6-aefd-4ed53408701d)
456
456
 
457
457
  You can also apply some advanced settings to the map generation process. Note that they're ADVANCED, so you don't need to use them if you're not sure what they do.<br>
458
458
 
459
- Here's the list of the advanced settings:
459
+ ### DEM Advanced settings
460
+
461
+ - Multiplier: the height of the map is multiplied by this value. So the DEM map is just a 16-bit grayscale image, which means that the maximum available value there is 65535, while the actual difference between the deepest and the highest point on Earth is about 20 km. Just note that this setting mostly does not matter, because you can always adjust it in the Giants Editor, learn more about the DEM file and the heightScale parameter in [docs](docs/dem.md). By default, it's set to 1.
462
+
463
+ - Blur radius: the radius of the Gaussian blur filter applied to the DEM map. By default, it's set to 21. This filter just makes the DEM map smoother, so the height transitions will be more natural. You can set it to 1 to disable the filter, but it will result in a Minecraft-like map.
464
+
465
+ - Plateau height: this value will be added to each pixel of the DEM image, making it "higher". It's useful when you want to add some negative heights on the map, that appear to be in a "low" place. By default, it's set to 0.
466
+
467
+ ### Background Terrain Advanced settings
460
468
 
461
- - DEM multiplier: the height of the map is multiplied by this value. So the DEM map is just a 16-bit grayscale image, which means that the maximum avaiable value there is 65535, while the actual difference between the deepest and the highest point on Earth is about 20 km. Just note that this setting mostly does not matter, because you can always adjust it in the Giants Editor, learn more about the DEM file and the heightScale paramter in [docs](docs/dem.md). By default, it's set to 1.
469
+ - Background Terrain Generate only full tiles: if checked (by default) the small tiles (N, NE, E, and so on) will not be generated, only the full tile will be created. It's useful when you don't want to work with separate tiles, but with one big file. Since the new method of cutting the map from the background terrain added to the documentation, and now it's possible to perfectly align the map with the background terrain, this option will remain just as a legacy one.
462
470
 
463
- - DEM Blur radius: the radius of the Gaussian blur filter applied to the DEM map. By default, it's set to 21. This filter just makes the DEM map smoother, so the height transitions will be more natural. You can set it to 1 to disable the filter, but it will result as a Minecraft-like map.
471
+ ### Texture Advanced settings
464
472
 
465
- - DEM Plateau height: this value will be added to each pixel of the DEM image, making it "higher". It's useful when you want to add some negative heights on the map, which appears to be in a "low" place. By default, it's set to 0.
473
+ - Fields padding - this value (in meters) will be applied to each field, making it smaller. It's useful when the fields are too close to each other and you want to make them smaller. By default, it's set to 0.
466
474
 
467
475
  ## Resources
468
- In this section you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
476
+ In this section, you'll find a list of the resources that you need to create a map for the Farming Simulator.<br>
469
477
  To create a basic map, you only need the Giants Editor. But if you want to create a background terrain - the world around the map, so it won't look like it's floating in the void - you also need Blender and the Blender Exporter Plugins. To create realistic textures for the background terrain, the QGIS is required to obtain high-resolution satellite images.<br>
470
478
 
471
479
  1. [Giants Editor](https://gdn.giants-software.com/downloads.php) - the official tool for creating maps for the Farming Simulator.
@@ -473,7 +481,7 @@ To create a basic map, you only need the Giants Editor. But if you want to creat
473
481
  3. [Blender Exporter Plugins](https://gdn.giants-software.com/downloads.php) - the official plugins for exporting models from Blender to i3d format (the format used in the Farming Simulator).
474
482
  4. [QGIS](https://qgis.org/download/) - the open-source GIS software that you can use to obtain high-resolution satellite images for your map.
475
483
  5. [CompressPngCom](https://www.compresspng.com/) - the online tool to compress the PNG images. May be useful to reduce the size of the satellite images.
476
- 6. [AnyConv](https://anyconv.com/png-to-dds-converter/) - the online tool to convert the PNG images to the DDS format. You'll need this format for the textures, icons, overview and preview images.
484
+ 6. [AnyConv](https://anyconv.com/png-to-dds-converter/) - the online tool to convert the PNG images to the DDS format. You'll need this format for the textures, icons, overview, and preview images.
477
485
 
478
486
  ## Bugs and feature requests
479
487
  ➡️ Please, before creating an issue or asking some questions, check the [FAQ](docs/FAQ.md) section.<br>
@@ -1,23 +1,23 @@
1
1
  maps4fs/__init__.py,sha256=da4jmND2Ths9AffnkAKgzLHNkvKFOc_l21gJisPXqWY,155
2
2
  maps4fs/logger.py,sha256=B-NEYpMjPAAqlV4VpfTi6nbBFnEABVtQOaYe6nMpidg,1489
3
3
  maps4fs/generator/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
4
- maps4fs/generator/background.py,sha256=7Mzny2dgb60PtRnb_ar_ea_3W8LU1K45kr_pe9fA0ms,10458
4
+ maps4fs/generator/background.py,sha256=ogd5TmAWL5zhZtTCOH8YHGKqc0SGQqOsWuVg3AaZO0I,14015
5
5
  maps4fs/generator/component.py,sha256=swOocaEOP3XtZgHfgDJ0ROALWoLgCJwMq8ubl0d2WrI,11085
6
6
  maps4fs/generator/config.py,sha256=kspXIT2o-_28EU0RQsROHCjkgQdqQnvreAKP5QAC5Ws,4279
7
- maps4fs/generator/dem.py,sha256=Z4MwXqJMmzIQJ4kNGvsj-zc_4YOzzyev3JPAbegL9P0,17039
8
- maps4fs/generator/game.py,sha256=3Y65K-XQDKxfMRSrjsmE8qX0tQSd0aDzMUT6yGIhzXg,7450
7
+ maps4fs/generator/dem.py,sha256=cCJLE20-XKaQx5lwIFNEgmQ5kfhE24QmVrAyMVwsU_A,16459
8
+ maps4fs/generator/game.py,sha256=4I6edxTeZf41Vgvx6BaucEflMEHomRRvdMZRJAPm0d4,7450
9
9
  maps4fs/generator/grle.py,sha256=qy1tGxDNCBql1dxYBwN2Iu0g4XFFPCDvlvx9bEUoXWM,3090
10
- maps4fs/generator/i3d.py,sha256=1z1SuFCg2lmfJl10CuhWstflm44hjL6ldQ7nwbMndZc,14219
10
+ maps4fs/generator/i3d.py,sha256=0rZyVLQBn1R0orIOfVvZewGMVWR-mAoqwqa6vebypZQ,13952
11
11
  maps4fs/generator/map.py,sha256=gDZUZ2wimoeA8mHVOCnZvrIBeK7b99OIWFd_LjruqBc,4677
12
- maps4fs/generator/path_steps.py,sha256=yeN6hmOD8O2LMozUf4HcQMIy8WJ5sHF5pGQT_s2FfOw,3147
12
+ maps4fs/generator/path_steps.py,sha256=twhoP0KOYWOpOJfYrSWPHygtIeM-r5cIlePg1SHVyHk,3589
13
13
  maps4fs/generator/qgis.py,sha256=Es8hLuqN_KH8lDfnJE6He2rWYbAKJ3RGPn-o87S6CPI,6116
14
- maps4fs/generator/texture.py,sha256=BZjJIHwGEQMoRULAhvTPyKx8k7jlot5voVk82_TsXgg,23668
15
- maps4fs/generator/tile.py,sha256=_UZ-iHGPghUfpYcG0OboquNczpZ1FaCVYpBgNLd72eo,2160
14
+ maps4fs/generator/texture.py,sha256=2c2x99xnqKZoXDB4fdQBESFMPMiGrbx_fADFTdx4ZGY,24638
15
+ maps4fs/generator/tile.py,sha256=z1-xEVjgFNf2WzLkgwoGGq8nREJpjPljeC9lmb5xPKA,1997
16
16
  maps4fs/toolbox/__init__.py,sha256=zZMLEkGzb4z0xql650gOtGSvcgX58DnJ2yN3vC2daRk,43
17
17
  maps4fs/toolbox/background.py,sha256=9BXWNqs_n3HgqDiPztWylgYk_QM4YgBpe6_ZNQAWtSc,2154
18
18
  maps4fs/toolbox/dem.py,sha256=z9IPFNmYbjiigb3t02ZenI3Mo8odd19c5MZbjDEovTo,3525
19
- maps4fs-1.0.5.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
20
- maps4fs-1.0.5.dist-info/METADATA,sha256=hA3GpLHjHxWsKQsUEdtA0DDR-QcgBk6CYSO_hnZkbug,27123
21
- maps4fs-1.0.5.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
22
- maps4fs-1.0.5.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
23
- maps4fs-1.0.5.dist-info/RECORD,,
19
+ maps4fs-1.0.8.dist-info/LICENSE.md,sha256=pTKD_oUexcn-yccFCTrMeLkZy0ifLRa-VNcDLqLZaIw,10749
20
+ maps4fs-1.0.8.dist-info/METADATA,sha256=IOBr8g1SaorXmDjL1DR33Lm431WpWb8j5PLCUfxXNUk,27836
21
+ maps4fs-1.0.8.dist-info/WHEEL,sha256=PZUExdf71Ui_so67QXpySuHtCi3-J3wvF4ORK6k_S8U,91
22
+ maps4fs-1.0.8.dist-info/top_level.txt,sha256=Ue9DSRlejRQRCaJueB0uLcKrWwsEq9zezfv5dI5mV1M,8
23
+ maps4fs-1.0.8.dist-info/RECORD,,