Creating a nice-looking map.tga for the game can be tricky. With the right tools, it become quite easy, but requires a little setup.
Setup
Download and install the Rust compiler.
Download and install Inkscape.
Download the source code of my spline_to_svg tool that converts specific splines in Object_Data.txt files into a SVG image.
Video
Creation
The maps are created based on the fences (splines) that have an trimesh_idx_list finishing with 100. I'll illustrate this tutorial with the Practice track I created for the 21 years anniversary package.
Extract the spline_to_svg source code somewhere.
Copy the Object_Data.txt file from the track you want in the spline_to_svg/files folder.
Open a command-line terminal and move to the spline_to_svg folder.
Type and execute cargo run. This will download dependencies, compile the software, and run it.
Downloading dependencies
Execution is finished
With this example, the tool found two fences with the right trimesh_idx_list ending.
Open the SVG file created at the path spline_to_svg/files/tracks.svg.
First, set the document size (File > Document Properties > Custom Size) to the one of the track. For that, you can use a TGA file from Resource_Config.txt, or use the game to generate it if you only have .bin files at hand. You should have something similar to this:
Now, we need to flip all the objects vertically (Edit > Select All, then Object > Flip Vertical) and reposition them to the proper origin (set X=0 and Y=0 in the toolbar).
Combine all the objects (Path > Combine), and edit the result (double-click on it to go to edit mode) to remove the points at the position (0, 0).
Select all the nodes of the path(s), and in the toolbar, click the "Make selected nodes smooth" button.
Open in Inkscape the file spline_to_svg/files/snow_template.svg, copy the giant object there and paste it in the other file tracks.svg we were working with before. Move it in a way it's not visible in the page.
Now, select everything (it should by your track path and the snow object), and combine them together (Path > Combine).
We are almost done. You can now export the image (File > Export PNG Image), choosing to export the page rather than anything else. You can lower the export size to something more adequate for Supreme Snowboarding. I personally like a height which is around 800px to have a good image quality in the game without having to load a huge texture.
Open the file with another image software that can export to TGA, using the (case-insensitive) name "Map.tga".
In case you need to change the thickness of the snow line, you simply need to scale up (or down) the object copied from the snow_template.svg file.