Export
Writes the world out as images and tables. Everything lands in an Export/ folder next to the executable, created if it does not exist.
Primary action — Export all maps, in the pinned bar.
What Export all maps writes
| File | Format | Contents |
|---|---|---|
heightmap.png | 16-bit greyscale PNG | Final elevation |
heightmap.raw | 16-bit RAW | The same data, headerless |
normalmap.png | 8-bit RGB PNG | Derived from the final heightmap |
provinces.png | 8-bit RGB PNG | One distinct colour per province |
definition.csv | CSV | Province ID ↔ RGB |
adjacencies.csv | CSV | Which provinces share a border |
<Level name>.csv | CSV | One per hierarchy level |
With Heightmap only on, only the heightmap and the RAW are written — useful while iterating on terrain when you do not want to wait for the province and hierarchy passes.
Heightmap
Open by default.
| Control | Range | Effect |
|---|---|---|
| Stratum slope | 0 – 1 | 0 keeps hard terraces, best for editing afterwards. Raising it bevels the boundaries between bands, which reads better dropped straight into an engine |
| Smoothing passes | 0 – 20 | 0 exports the raw shape; 20 rounds it heavily |
| Anti-aliasing | on/off | Softens the stair-stepping along band boundaries |
| Raw noise (bypass strata) | on/off | Exports the continuous noise field instead of the quantised bands |
| Heightmap only | on/off | Skips provinces, hierarchy and the normal map |
| Pad to square | on/off | Fills the added area with zeroes to keep the aspect ratio |
Raw noise exports what the generator computed before it was cut into nine bands. No band boundaries are left to bevel, so Stratum slope has no effect.
Stratum heights
Collapsed by default.
Nine sliders, one per elevation band, each 0 – 1. They decide which grey value each band maps to in the exported heightmap.
Defaults are evenly spread. Change them when your engine expects a particular water level, or when you want the mountains to occupy more of the 16-bit range than the seabed does.
Biome height offsets
Collapsed by default.
One slider per enabled biome, −0.5 to +0.5, added to the final elevation of everything in that biome.
Small values here are enough to make a forest read as raised ground and a swamp as a depression, without moving either into a different elevation band.
Individual files
Collapsed by default.
Single-file exports, for when you do not want a full pass:
| Button | Writes | Notes |
|---|---|---|
| Export Template (Color Map) | template_color.png | The Biome view, as an image |
| Export Topographic Map | topographic_view.png | The Topo view, as an image |
| Export Stencil Mask | stencil_mask.png | The loaded stencil. Reports if there is none |
| Export Province Data (CSV) | provinces.csv | Per-province table |
The CSV formats
definition.csv
One row per province, tying the colour in provinces.png to an ID.
IDs are renumbered contiguously from 1 at export time. Gaps left by deletion, micro-province cleanup or hand editing never reach the engine.
adjacencies.csv
One row per pair of provinces sharing a border. Built from a full rebuild of the adjacency graph performed at export time, so repainted or deleted provinces are purged first.
<Level name>.csv
One per hierarchy level, named after the level. Each row is a territory and the source units it holds — provinces for the first level, territories from the level below for the rest.
Levels are written in dependency order: a child's CSV only references IDs the parent's CSV has already defined. Territories with no components are omitted.
Masks
Mask export lives in the Masks panel, not here, and writes to Export/Masks/ — one greyscale PNG per biome and per stratum present in the map.
Before exporting
A short list, in the order things go wrong:
- Painted provinces by hand? Press Apply new province in Sculpt → Province editing first. Adjacency is only rebuilt on request.
- Renamed a hierarchy level? The name is the file name. Rename before exporting.
- Changed masks? Press Apply changes in the Masks panel.
- Want hard terraces? Stratum slope to 0 and Smoothing passes to 0.
Onward to Archway
These files are the ones Archway's movement II asks for. The StarterPack shipped with the plugin is one complete example; this panel produces yours.
| World Generator file | Where it goes in Archway |
|---|---|
provinces.png | The T_DefinitionMap texture, in Import World Assets |
definition.csv | The DT_Definitions table, in the same screen |
heightmap.png | Landscape → Manage → Import → Heightmap File |
<Level>.csv | One MapMode per level, each with its DT_<MapMode>_<World> |
Archway creates one DataTable per MapMode, suffixed with the name you type: Baronnies gives DT_Baronnies_MyNewWorld. The CSV exported here carries the hierarchy level's name. Naming a level Baronnies on the World Generator side saves you renaming a file at import.
The StarterPack numbers its CSVs in tier order — 00_Definition, 01_Baronnies, 02_Comtes — which remains a good habit if you organise yours by hand.
Two assets Archway asks for that this panel does not produce: T_FlatMap_Paper and T_FlatMap_Mask, which are about the flat map's styling, not its geography.
The journey continues in Preparing your first world on the Archway side.