Rox 1 Posted October 19, 2012 Map to Image exporter No need of endless screen capturing for lager maps. <19-10-2012> Summary I came up with the idea when I was making parallax maps in Photoshop I use the maximum allowed size for my maps which means that making screenshots of every part of the mape and cutting them out in the right way so you get a seamless map is a a very time consuming and frustrating job. I was wondering if it is possible to let RPG maker export the map as a picture. Searched Yes I have searched for this script with google and on these forums. Keywords where "Rpg Maker VX Ace Script Export Map to Image" But didn't found anything. I hope someone can make this script. I am guessing RPG maker transforms the maps in a few images to show the maps in game but I don't know for sure. I think this will help not only me but a lot other people who are into parallax mapping. Many many thanx in advance, Rox <3 Share this post Link to post Share on other sites
Tsukihime 1,489 Posted October 19, 2012 http://www.rpgmakervxace.net/topic/3266-map-screenshot/ Share this post Link to post Share on other sites
Rox 1 Posted November 1, 2012 Thanx, I tried it but as with some other persons, the script makes the program crash and I don't get something to work with. So.... bump Share this post Link to post Share on other sites
Tsukihime 1,489 Posted November 1, 2012 (edited) Your error report is not very useful. Have you tried the crash options? If it doesn't work and you don't want to report the errors then I would suggest writing your own rather than asking someone to write something new for you and then run into the same issues. Edited November 1, 2012 by Tsukihime Share this post Link to post Share on other sites
estriole 326 Posted November 2, 2012 you could use omega7 map saver script converted to ace by yami. you do have to credit both of them. since i think finding them is difficult. i will share it to you here. but if someone found the link to the thread i guess i could remove this if neccesary # ============================================================================= # Map Saver ACE # Version 0.1 # Author: Yami # Credit: Omegas7 for VX version Site: http://www.myrpgmaker.com # Credit: Woratana for PNG Saver script. # ============================================================================= # Save a whole map into a .png file by taking multiple screenshots and finally # combining them. Exporting the resulting bitmap to a .png image file using # Woratana's PNG Saver script. # ============================================================================= # Instructions: # Go to Paint or whatever image editing software you want. # Create a new file, width and height will be the same as your map, but # multiplied by 32. (If map's width is 20, the image's width will be 640). # Name the image "Blank", and save it on the System folder of your game. # Go to your game map, and put the player starting position on the # bottom left part of the map. # Now make a new event, autorun, with script call: # $saver = Map_Saver.new # Then turn self-switch A ON. # Go to the event's second page, put as condition self-switch A, then put # script call: # $saver.update # Finally make the second page to be autorun as well. # Run the game, you will see the map will start scrolling. Let it be. # At the end the script will start creating the image file, this process # may take several minutes depending on your map's size. # Sure, it may take very long, but it saves HOURS if you planned to make # your map manually, so do not complain . # ============================================================================= # Notes: # The final result will be an image file located on your game's main folder. # The image will be exactly what appears on the screen, so if you got a HUD, # it will appear as well. # If you notice a problem with the final result, like with tiles etc, # try activating "weird mode" below. # If the final result is still not fixed, try to get support. # ============================================================================= class Map_Saver def initialize # If the resulting image seems to be wrongly made, try turning this value # to "true". Normally, this should be false. @weird_mode = false @result = Bitmap.new('Graphics/System/Blank') @bitmaps = [] @moving = true @last_place = 'none' @finishing = false @pause_time = 30 @scrolling_x = 13 end def update if !(@finishing) if !($game_map.scrolling?) if @moving execute_image else if can_move?(8) $game_map.start_scroll(8, @scrolling_x, 7) @moving = true @last_place = 'down' elsif can_move?(6) && @last_place == 'down' $game_map.start_scroll(6, 17, 7) @last_place = 'left' elsif can_move?(2) && @last_place == 'left' $game_map.start_scroll(2, $game_map.height, 9) @last_place = 'up' @moving = true else @finishing = true for i in 0...@bitmaps.size y = @bitmaps[2]*32 if @bitmaps[3] == true y += 16 if @weird_mode end @result.blt(@bitmaps[1]*32,y,@bitmaps[0], Rect.new(0,0,Graphics.width,Graphics.height)) end @result.make_png('Map','') print "Map image production is over!" exit end end end end end def execute_image Graphics.freeze @bitmaps.push([Graphics.snap_to_bitmap, $game_map.display_x, $game_map.display_y, nil]) @moving = false Graphics.transition(@pause_time) if can_move?(8) && can_move?(2) @bitmaps[@bitmaps.size - 1][3] = true end end def can_move?(direction) case direction when 6 return false if ($game_map.display_x) == ($game_map.width - Graphics.width / 32) return true when 2 return false if ($game_map.display_y) == ($game_map.height - Graphics.height / 32) return true when 4 return false if ($game_map.display_x == 0) return true when 8 return false if ($game_map.display_y == 0) return true end end end # ============================================================================= # PNG Saver by Woratana. # ============================================================================= module Zlib class Png_File < GzipWriter def make_png(bitmap, mode = 0) @bitmap, @mode = bitmap, mode create_loader self.write(make_header) self.write(make_ihdr) self.write(make_idat) self.write(make_iend) end def create_loader w = @bitmap.width h = @bitmap.height @calculated = [0,nil] @calculated[1] = (w*h).to_f @window = Window_Base.new(0,150,544,116) @window.contents.font.size = 16 @update = ((@bitmap.width*@bitmap.height)/3000.0).floor.to_i refresh_loader end def refresh_loader Graphics.update @window.contents.clear text = ['Creating image file, please wait...', percent.to_s + '% done...'] for i in 0...text.size @window.contents.draw_text(0,20*i,520,20,text) end Graphics.update end def percent return ((100/@calculated[1])*@calculated[0]).floor end def make_header return [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a].pack('C*') end def make_ihdr ih_size = [13].pack('N') ih_sign = 'IHDR' ih_width = [@bitmap.width].pack('N') ih_height = [@bitmap.height].pack('N') ih_bit_depth = [8].pack('C') ih_color_type = [6].pack('C') ih_compression_method = [0].pack('C') ih_filter_method = [0].pack('C') ih_interlace_method = [0].pack('C') string = ih_sign + ih_width + ih_height + ih_bit_depth + ih_color_type + ih_compression_method + ih_filter_method + ih_interlace_method ih_crc = [Zlib.crc32(string)].pack('N') return ih_size + string + ih_crc end def make_idat header = "\x49\x44\x41\x54" data = @mode == 0 ? make_bitmap_data0 : make_bitmap_data1 data = Zlib::Deflate.deflate(data, 8) crc = [Zlib.crc32(header + data)].pack('N') size = [data.length].pack('N') return size + header + data + crc end def make_bitmap_data0 gz = Zlib::GzipWriter.open('png2.tmp') t_Fx = 0 w = @bitmap.width h = @bitmap.height data = [] for y in 0...h data.push(0) for x in 0...w t_Fx += 1 if t_Fx % 10000 == 0 Graphics.update end if t_Fx % 100000 == 0 s = data.pack('C*') gz.write(s) data.clear end color = @bitmap.get_pixel(x, y) red = color.red green = color.green blue = color.blue alpha = color.alpha data.push(red) data.push(green) data.push(blue) data.push(alpha) @calculated[0] += 1 if @calculated[0] % @update == 0 refresh_loader end end end s = data.pack('C*') gz.write(s) gz.close data.clear gz = Zlib::GzipReader.open('png2.tmp') data = gz.read gz.close File.delete('png2.tmp') return data end def make_bitmap_data1 w = @bitmap.width h = @bitmap.height data = [] for y in 0...h data.push(0) for x in 0...w color = @bitmap.get_pixel(x, y) red = color.red green = color.green blue = color.blue alpha = color.alpha data.push(red) data.push(green) data.push(blue) data.push(alpha) @calculated[0] += 1 if @calculated[0] % @update == 0 refresh_loader end end end return data.pack('C*') end def make_iend ie_size = [0].pack('N') ie_sign = 'IEND' ie_crc = [Zlib.crc32(ie_sign)].pack('N') return ie_size + ie_sign + ie_crc end end end #============================================================================= # ** Bitmap #============================================================================= class Bitmap def make_png(name = 'like', path = '', mode = 0) Zlib::Png_File.open('png.tmp') { |gz| gz.make_png(self, mode) } Zlib::GzipReader.open('png.tmp') { |gz| $read = gz.read } f = File.open(path + name + '.png', 'wb') f.write($read) f.close File.delete('png.tmp') end end 1 Share this post Link to post Share on other sites
ShinGamix 101 Posted December 25, 2012 @estriole I was having a real hard time locating this again. Thanks for posting it there. Share this post Link to post Share on other sites
TheSpartanTraveler 0 Posted June 11, 2013 Sorry for posting to an old post cats, but I am trying to export my large map and I get the error Script 'Game_Interpreter' line 1411: RGSSError occurredfailed to create bitmap.Can anybody help me solve this problem?Thanks in advance! Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 11, 2013 (edited) If you're using my script, mine does not support very large maps. I don't know about other scripts. I have not found a way to solve the problem. Edited June 11, 2013 by Tsukihime Share this post Link to post Share on other sites
estriole 326 Posted June 12, 2013 if the script NOT working for HUUUGEEE map... you could still have option to sceen capture it yourself using photoshop. if you want something that not supported by the script. you must prepare for it. if you don't want those tiresome work... just make smaller map please... (at least in the range the scripts supported). Share this post Link to post Share on other sites
Tsukihime 1,489 Posted June 12, 2013 (edited) Well one option I considered was to take multiple images of the map and then ask the user to combine it themselves. For example, if your map is 500x500 which is too big for my script, I might take a 300x300 image of the top-left, then take a 200x300 image for the top-right, and then do the same for the remaining two quadrants and export all 4 images out. At least all they have to do it combine images somehow. But I didn't work on it yet. Edited June 12, 2013 by Tsukihime Share this post Link to post Share on other sites
estriole 326 Posted June 13, 2013 @hime: if the script can do that it would be very very helpful... . for now ...the user can just copy the map 4 times. break each map to parts which each part fit the script. run the script to get 4 mapshot. and combine it. Share this post Link to post Share on other sites