Blackzero Posted May 18, 2015 Share Posted May 18, 2015 Is there a way to make our maps into images, so if we want to show them as an image? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted May 18, 2015 Share Posted May 18, 2015 then just paste in a paint file and save it Quote Link to comment Share on other sites More sharing options...
Klokinator Posted May 19, 2015 Share Posted May 19, 2015 (edited) Alternately, you can also click that button, then upload the clipboard to something like Puush for quick online uploading. Edited May 19, 2015 by Klokinator Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted June 29, 2015 Share Posted June 29, 2015 (edited) This app is great, but I too am having some issues. So far, it looks like some tilesets work perfectly fine, while others don't work at all. I copied Figure C with the FE7 Fields tileset, and after holding Ctrl+R, I got this Nice. But then I try it with the FE7 Village Tileset (yes, I know that obviously the Forts and such won't work, but this?) Yeah, not even close. None of the sea, mountains, or peaks even began to develop, and I'm pretty sure that the tileset does indeed have those tiles. Is this something I'm doing wrong? I have very little mapping experience so I wouldn't doubt that I'm overlooking something. EDIT: Actually, I think I finally made the connection. I was looking at some of the official maps to see if there were any I could edit to make the mountainous village I've been imagining, and noticed that most of the FE7 Village tileset maps contain very small amounts of peak tiles. Given that this program references the official maps to deduce proper placement, would that explain why it can't make proper peaks in this tileset, despite the fact that the peak tiles exist? By that logic then, if I wanted to make a boat map, then the program wouldn't auto generate the boat properly unless I use the specific tileset that the game used for that chapter - even though there are several tilesets that have the proper boat tiles? Is that the right line of reasoning? Edited June 29, 2015 by Completely InShane Quote Link to comment Share on other sites More sharing options...
Kirchu Posted June 30, 2015 Share Posted June 30, 2015 Um, I'm quite new to this stuff, is there any way to use two tilesets for one map? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 30, 2015 Share Posted June 30, 2015 You can splice them together. They won't be usable in a romhack (They can be but that's a huge mountain you probably don't have the time or interest in crossing) but adding them to FEXNA when it's out wouldn't be too hard. You also won't be able to generate anything usable with the spliced tileset until you make a bunch of maps using the pieces in one form or another, but yeah splicing together the tileset would otherwise be fine. Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted July 3, 2015 Share Posted July 3, 2015 Sorry, but I'm having another problem! I'm just trying to import a map into Tiled so I can do tile changes. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 3, 2015 Share Posted July 3, 2015 I feel like Tiled issues are probably related to Tiled and not to FE Map Creator? whatever, I'm not here Quote Link to comment Share on other sites More sharing options...
Toa Posted July 4, 2015 Share Posted July 4, 2015 To load it in tiled you need to open the .tmx file in a text editor and edit the path that finds the tileset. If you don't know where that is just open another tiled file and copy the path from there. So yeah, definitely a tiled thing no map creator. Quote Link to comment Share on other sites More sharing options...
KingNecro Posted August 24, 2015 Share Posted August 24, 2015 So i made my map, and i clicked on save as to save it as a tiled program. And then i opened it in Tiled and this showed up "Error loading tileset image :C/Users/Owner/desktop/Fe6 - Mountanous - 7a007b7c Quote Link to comment Share on other sites More sharing options...
Primefusion Posted August 24, 2015 Share Posted August 24, 2015 Open the Tiled file in Notepad or something other text editor. Then, edit the line with the filepath to the tileset, and put where your tilesets are located. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted August 24, 2015 Share Posted August 24, 2015 Sounds like it just didn't load the correct image? If you have the image located somewhere on your computer, maybe you can somehow repoint to it? #NeverUsedTiledBefore Quote Link to comment Share on other sites More sharing options...
Tequila Posted February 24, 2016 Share Posted February 24, 2016 (edited) Trying to figure out how to use the Terrain feature. Step 1: Tileset FE7 - Plains. Generate a map. Step 2: Add terrain tiles. I want mountains. Pe stands for peaks. Repair. Notice distinct lack of peaks. Help? I tried putting red tiles under the terrain'd section and that didn't change anything. I redownloaded the generator, just in case. Edited February 24, 2016 by Tequila Quote Link to comment Share on other sites More sharing options...
Zane Avernathy Posted February 25, 2016 Share Posted February 25, 2016 I haven't been able to use the generator for peaks or mountains on FE6 plains or FE7 plains. You might just have to do it manually. Quote Link to comment Share on other sites More sharing options...
Tolvir Posted March 17, 2016 Share Posted March 17, 2016 See the end of this message for details on invokingjust-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************System.UnauthorizedAccessException: Access to the path 'C:\Program Files (x86)\FEMapCreator\Tileset Generation Data\FE7 - Ship - 5b005c5d.dat' is denied. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode) at FE_Map_Creator.FE_Map_Creator_Form.load_tileset_image() at FE_Map_Creator.FE_Map_Creator_Form.load_text_map(String filename, Boolean just_return_data) at FE_Map_Creator.FE_Map_Creator_Form.loadMapToolStripMenuItem_Click(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)************** Loaded Assemblies **************mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.6.1073.0 built by: NETFXREL3STAGE CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll----------------------------------------FE_Map_Creator Assembly Version: 1.0.3.0 Win32 Version: 1.0.3.0 CodeBase: file:///C:/Program%20Files%20(x86)/FEMapCreator/FE_Map_Creator.exe----------------------------------------System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll----------------------------------------System Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll----------------------------------------System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll----------------------------------------System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll----------------------------------------FEXNA_Library Assembly Version: 1.0.0.0 Win32 Version: 1.0.0.0 CodeBase: file:///C:/Program%20Files%20(x86)/FEMapCreator/FEXNA_Library.DLL----------------------------------------System.Configuration Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll----------------------------------------System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.6.1064.2 built by: NETFXREL3STAGE CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll----------------------------------------System.Xml.Linq Assembly Version: 4.0.0.0 Win32 Version: 4.6.1038.0 built by: NETFXREL2 CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll----------------------------------------************** JIT Debugging **************To enable just-in-time (JIT) debugging, the .config file for thisapplication or computer (machine.config) must have thejitDebugging value set in the system.windows.forms section.The application must also be compiled with debuggingenabled.For example:<configuration> <system.windows.forms jitDebugging="true" /></configuration>When JIT debugging is enabled, any unhandled exceptionwill be sent to the JIT debugger registered on the computerrather than be handled by this dialog box. So I tried using the program, and have no idea what this means, but it wont load up any tiles or any of the maps. Anyone know what I did wrong or what I need to do? Quote Link to comment Share on other sites More sharing options...
Eliwan Posted March 17, 2016 Share Posted March 17, 2016 Install under a user folder OR run the application as adminstrator (most windows OS: shift + right-click + "Run as Administrator") This is because windows tries its damnedest to make sure you don't corrupt program-critical files without adminstrator acess Quote Link to comment Share on other sites More sharing options...
Apparoid Posted December 7, 2016 Share Posted December 7, 2016 (edited) Really enjoyed using this program Edited December 31, 2016 by Apparoid Quote Link to comment Share on other sites More sharing options...
Apparoid Posted December 29, 2016 Share Posted December 29, 2016 (edited) I think this editor could use a select and drag tool of some kind edit: i geuss it does then.... still could maybe has something that tells you that these things exist Edited December 31, 2016 by Apparoid Quote Link to comment Share on other sites More sharing options...
Eliwan Posted December 30, 2016 Share Posted December 30, 2016 (edited) I think this editor could use a select and drag tool of some kindright mouse button, click & drag Then left click where you want to move those tiles If you also want to grab the tiles that you just placed tiles over, you can hit Ctrl+Z, then click & drag with right mouse button once again, and then ctrl+Z again to redo the placement (FE Map Creator stores the current map and the revision before it-- undoing causes you to undo the undo). Then, with the new batch of tiles selected, you can place them where you want them (& potentially continue doing this process over and over if what you want to do is reshuffle the map that you do have). edit: demoing this Edited December 30, 2016 by Bedimal Eliwan Quote Link to comment Share on other sites More sharing options...
SwordKeanu! Posted June 17, 2017 Share Posted June 17, 2017 Excuse me guys, im done editing to my map, HOW can i insert this to my hack game? like this(my map) will be the prologue replacing the prologue of FE7? Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 17, 2017 Share Posted June 17, 2017 14 hours ago, KeanuB said: Excuse me guys, im done editing to my map, HOW can i insert this to my hack game? like this(my map) will be the prologue replacing the prologue of FE7? We've got tutorials for this kind of stuff. Quote Link to comment Share on other sites More sharing options...
SwordKeanu! Posted June 18, 2017 Share Posted June 18, 2017 (edited) Primefusion, thanks for help, I manage to use MAR. array inserter, thanks to Ghast Station too(youtube tutorial), But there are still several problems; I make my own map, size 15x15, 1c1d1e1f is the code of tiles or whatever we can call. it is supposed to be the tutorial/prologue of my FE which will replace the prologue of Lyn.>I follow also the Hex editor changes and nightmare module needed to be change for map insertion. The problem is: >It say The Size is wrong(but I edit my X and Y coordinate in Mar inserter matching the size of my own map) when im trying to run it. I wonder what is wrong, I followed the guide well(including Ghast station youtube tutorial, though difference is, Ghast change only the area/scenario/theme, building like: If the bandit is in that building, that building is still there, or he just add some buildings/tiles location to the area where there are no unit.) > btw, how to change the locations of the units(bandits, lyn etc). this are the problem so i cannot start.... Edited June 18, 2017 by KeanuB Quote Link to comment Share on other sites More sharing options...
Primefusion Posted June 18, 2017 Share Posted June 18, 2017 (edited) For the size, try subtracting one from each dimension. Coordinates start counting at 0, not 1. Changing the locations of units requires changing the events, not the map. Edited June 18, 2017 by Primefusion Quote Link to comment Share on other sites More sharing options...
SwordKeanu! Posted June 19, 2017 Share Posted June 19, 2017 THANK THANK Primefusion! I manage to change my map, this is what my map is. though i still need to change it(unit location etc.). Thank also to Markyjoe tutorial video at youtube Quote Link to comment Share on other sites More sharing options...
Orange Juice Posted June 21, 2017 Share Posted June 21, 2017 Whenever I load a tileset and map and click the drop-down menu for Map Generation, the Generate Map option is always grayed out. Ctrl+N doesn't do anything either. Any idea why this happens? If it helps, the Repair Map option is grayed out too. Sorry if this is an obvious thing. Quote Link to comment Share on other sites More sharing options...
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