A streamlined, automated utility designed to compile and package raw Splitgate custom content (Maps, Prefabs, and Game Modes) into the game-ready .bin container format.
Caution
The underlying code for this project was built by AI.
Important
Windows only. This tool relies on a .bat/PowerShell script, so it won't run on macOS or Linux as-is.
Adding custom maps to Splitgate manually requires specific file structures and a strict CloudSaveManifest.json. However, before a map, prefab, or custom gamemode can even be loaded into the game, the raw source files (like World.cf1047 or payload.json) must be properly packaged into standard ZIP archives with a .bin extension.
The Splitgate-MapConverter automates this packaging process for creators and archivers. It takes raw files, generates the necessary metadata (info.json), applies required hex-patched ZIP comments, and outputs a clean .bin file ready to be shared or installed using the Splitgate-MapLoader.
- Universal Pipeline: Processes Maps, Prefabs, and Custom Modes simultaneously by scanning dedicated input folders.
- Smart Metadata Generation: Automatically extracts the content name and author from an included
Info.jsonor parses it dynamically from aREADME.md. - Clean Slugs & Collision Protection: Generates strict, web-safe filenames (e.g.,
code_author_mapname.bin) and skips packaging if the output file already exists to speed up mass processing. - Engine-Accurate Packaging: Compresses content using standard ZIP layout (DEFLATE method) while appending the required signature comments directly to the End of Central Directory record.
- One-Click Execution: A single
.batfile runs the entire conversion process silently in PowerShell, bypassing strict execution policies.
Input/: The staging area for your raw files.Maps/: Drop folders containing yourWorld.cf1047andScreenshot.jpghere.Prefabs/: Drop folders containing yourPrefab.cf1047_prefabandScreenshot.jpghere.Modes/: Drop folders containing yourpayload.jsonhere.
Output/: Contains all ready-to-go, converted.binfiles along with their matching.jpgpreviews.
1. Prepare your raw files
- Create a folder for your creation (e.g.,
MyCustomMap). - Place your raw game files inside it (e.g.,
World.cf1047andScreenshot.jpg). - Include either an
Info.jsonor aREADME.md(with# Mapnameand# Author: YourNameon the first two lines) so the script can extract the metadata.
2. Place in Input Directory
- Move your folder into the corresponding subfolder under
Input/(e.g.,Input/Maps/MyCustomMap/).
3. Run the Converter
- Double-click
MapConverter.bat(or whatever you named the versioned batch file). - The script will scan all input folders, parse the metadata, generate the temporary
info.json, and package the.binarchive.
4. Retrieve your files
- Once the script finishes, check the
Output/directory. Your ready-to-use.binfile is complete and ready to be shared or played.