Automatic Terrain Generator Beta 0.1

  Here's a prototype terrain generator, designed to create a surface that can be imported into GE.  It accepts windows icon (.ico) files or non-animated windows cursor (.cur) files that contain 32bit images.  Sorry, but it can't handle anything but 32bit images, not compressed (no PNG! no indexed! How dare you!).
  
  What it does is it uses each pixel's rgb value to set the vertex color of the point, then uses the alpha value to set the elevation.  An alpha of 0 has the special meaning of being an omitted point.  Use 0 to leave a hole in the map.
  If you have multiple compatible images in the same file, it processes all of them.  Think of it as layers.
  
  Each layer is split into a series of rooms you can set (1-100, can't remember the game's physical limit but I've posted it in the forums before), and the distance between each point can be set (the default is 16, can be 1-256).
  
  For the record, 256x256 is the largest possible icon, and this is complete and total overkill.  A 32x32 is probably good enough for most purposes, and I can't imagine anything over 64x64 really being used.  You can make images that are not square as well, but cross your fingers if you intend to split them into rooms.
  
  ST is generically set making the rash assumption that the entire room will be textured with a single 80x80 image.  You can set those values with the -x and -y flags, or, well, that's what the editor is for.

  You can also set the offset to the center of the stage, and this is the default way that cusor hotspots are handled.

  If you can't find any freeware or shareware icon programs, then you've obviously never heard of Google.  GIMP is what I've been using, and it has the added bonus of letting you manipulate the alpha channel in at least a billion ways.  Layer masks are your friend.

#_#

Horrifying Caveats!
+ Rooms aren't handled right.  The value you give will spit out that many rooms squared.  Also, hope that the value perfectly divides the image.  This will be corrected in a later release.
+ I have no idea if this will import into the editor
+ The vertex colors generated probably won't be handled by any 3D editors in existance.  Sorry.
+ The output is very inefficient.  It lists points that aren't used.  Aegh...

+_+

Planned Amendations:
+ unstupid room handling
+ a seperate indexed image that determines textures on either room-wide or tile-wide basis
+ more efficient Wavefront output
+ direct display list, source code, and TWINE pseudocode output
+ general cleanup of some very poorly-written code
  
@_@

-Zoinkity
