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Custom map support and a browser map editor for Super Battle Golf
GamesC# · JavaScriptGitHub @sbg-mapsOnlineOwner unconfirmed
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗Custom map support for Super Battle Golf: a BepInEx mod that loads custom holes, and a browser-based map editor.
Early work in progress. The mod is not packaged for install yet.
plugin/ BepInEx plugin (C#, netstandard2.1)devreloader/ dev-only helper that hot-reloads the plugin under Protoneditor/ map editor (Vite + three.js), deployed to GitHub Pagestools/ Python scripts: game data inspection, sample map generator, map previewsThis repo contains no game code or game assets. Decompiled and extracted game data stay local and are gitignored.
tools/ also holds converters that turn other games' levels into a .glb the editor imports. They read your own local game files; the converted levels stay on your computer and are never committed.
tools/sm64_to_glb.py: a Super Mario 64 decomp level area.tools/wow_to_glb.py: an area of a World of Warcraft 1.12.1 map, read straight from the client's MPQ archives (needs pip install pillow mpyq). Terrain with baked texture blends, WMO buildings (outdoor parts; --interiors keeps the rooms), M2 doodads and water, in metres, centred on the area. Example: python tools/wow_to_glb.py <WoW>/Data Azeroth stormwind.glb --preset stormwind. Pick other areas with --tiles X,Y[,X2,Y2] or --box in world yards; --chunk-px, --max-tex and --min-doodad trade detail for file size.tools/gtasa_to_glb.py: an area of the Grand Theft Auto: San Andreas map (classic PC version), read straight from the game folder (models/gta3.img, data/; needs pip install pillow numpy). All detailed models placed in the area (no LODs or interiors) with their textures and prelight vertex colours, merged by material, plus the water; leaves of trees and plants are render only. In metres, centred on the area. Example: python tools/gtasa_to_glb.py "<GTA San Andreas>" grove.glb --preset grove_street; --box x1,y1,x2,y2 takes any area in game metres, --grid DIR writes the whole map as 8 x 8 sections of 750 m (ocean-only ones skipped), --presets DIR every named area (Grove Street, Santa Maria Beach, Downtown, Vinewood, Mount Chiliad, San Fierro, the Strip, Verdant Meadows, Yellow Bell golf course and more), with a sections.json index. Sections fit the editor's 900 x 900 m; --max-tex, --max-tris and --max-mb trade detail for file size (the smallest props go first). Import at Scale 1 for true size.The WoW and GTA converters record where each file sits in its game world, in the root scene's extras: {"source": "wow" | "gtasa", "map": ..., "worldOrigin": [x, y, z]}, where a point's world position (glTF frame, metres) is its position in the file plus worldOrigin. Areas of the same map placed at their worldOrigin line up as in the game.