...generates Minecraft Chunk data based on a TOGoS Noise Language (TNL) file containing parameters for the terrain, including heights of different types of ground and tree/vegetation distribution. See the example script for explanations of script components.
Map coordinates are given as X, Y, and Z. If you like to think that the in-game sun sets in the West, then +X = South, and +Z = West. Y goes from 0 (bedrock) to 128 (top of highest hill). Coordinates are usually in meters, though when talking about chunk coordinates, they are usually in numbers of chunks (16 meters on a side).
This window shows side and top views of the terrain resulting from interpreting the loaded script. You can move around using the arrow keys and zoom in and out using plus and minus. For now this shows only base terrain--no chunk-based objects such as trees or grass will appear in the preview. The number next to "MPP" near tht bottom indicates Meters Per Pixel.
This window pops up when you select Export Chunks under the File menu. To select
an output directory (this should be a directory directly under saves/ for SP
data), you must browse to that directory and select a file directly within that
directory, such as level.dat.
The 4 boxes under the output directory selection are to give the X and Z coordinates of the Northeast-most corner of the map to generate chunks form, where an increment of 1 means the width/depth of 1 chunk (16 meters), and the width and depth (again, in chunks) of the area. When you hit Generate it will start generating new data for those chunks and writing them into the chosen output directory. WARNING: THIS WILL OVERWRITE ANY EXISTING TERRAIN/BUILDINGS/OBJECTS IN THE AREA, so either back up your data before generating, or only generate on maps that have nothing you want to keep.
Source is hosted at http://github.com/TOGoS/TMCMG