Great idea, I’ll have a look into this soonIf you could make a separate map tab, that could open the option to have two different maps open at the same time in the same editor. That would allow for direct copy paste between the two open maps. Show/hide would be fine too.
Great idea,How much does it cost to create a map editor feature to save a map as an image file
this is to make it possible for maps to be edited in photoshop
A map as an imageGreat idea,
Not sure how practical it would be though. You’d save each tile into some format that PS will take? Or just get rid of the map tiles and just use a flat map ?
I'm glad you've cleared that up with no ambiguity whatsoever.A map as an image
Saves object lib and map
One object per map
Great idea,
Not sure how practical it would be though. You’d save each tile into some format that PS will take? Or just get rid of the map tiles and just use a flat map ?
That's what Colour Replace is for.Suppose you would want to recolor the floor in some way that is more involved than just altering a hue (which you do on individual tiles with much less work).
If you did it on this image and it would alter those torches and the pedestal, you could place those objects over the messed up ones to get them back and non-flat to boot.
i have a program that cuts into tiles no matter the image sizeI think the idea is to save the map in full size as an image (the first step anyway). The image could be processed in some program and then cut into tiles to be used as a game map again
(leaving aside the question of 'flat map' and all that).
Map editor can't save real map size (as you see it in game). Even small maps, like this new Zuma KR are at maximum output like this one here. You need to click it to open the true size since as you know, the forum cuts the size for display here.
That's ZTKR_XXLargeMap.png which is the largest map image that the map editor can make of this KR when the code that makes the image is fully unrestricted. All the other map images (XLarge, Minimap, BigMap) are reduced map images, like for minimaps it is made four times smaller size I think.
This KR is 90x70 tile size.
View attachment 36326
The next image is full size as you would see it in game. The way I did it was make a screenshot of part of the map as you see it in the editor fully zoomed in, then scrolling the map to see the rest of it and make more screenshots, four in total. I dropped those four images into Inkscape and dragged them together and voila, I have real size KR as you see it in game.
I did it as jpegs but you could make it bitmaps. Whole province maps would overwhelm your computer if you made them full size image, no mater the format. I recall now that I was once interested in some astronomy pictures that were offered for download but they were huge size and you needed to use a special image viewer able to display them.
View attachment 36325
Suppose you would want to recolor the floor in some way that is more involved than just altering a hue (which you do on individual tiles with much less work).
If you did it on this image and it would alter those torches and the pedestal, you could place those objects over the messed up ones to get them back and non-flat to boot.
Or even better, you could hide the front layer in the editor before taking those screenshots and put the objects back once you cut and assembled the tiles of your processed image back into a map. The biggest job would be that cutting of the processed image into tiles (because the TileCutter Akaras coded has quirks) and assembling them.
Post automatically merged:
I am not sure now if he understands that the client can't load a map image that is not cut into tiles.
But suppose you are a good graphic artist and want to alter a game map, not create the image of one from scratch as Wemade artists do it. You can't do it on individual tiles if, for example, you wanted to hand paint in photoshop something over some given area of ground tiles. You would want to take a snapshot of that tile area and paint you picture on it, then cut it back into the same tiles and save those into their library under the same tile numbers...

i have a program that cuts into tiles no matter the image size
i have 64 gig ram and 12gb gpu
can the minimap button be edited for full size image of the map instead of a minimap
Post automatically merged:
i have a picture get program
can someone translate it
this could be the screen shot program since it's called pictureget
View attachment 36327

Yea i got the same thing, I thought maybe it was because the form1 was missing a designer but it doesn't seem like it's a visual form.thanks now it builds but doesnt start when 2x clicked
That's what Colour Replace is for.
![]()
However if you look closely I did miss some bits, and Photoshop crashed trying to get them
It's definitely a non starter considering the size of this map.

public void createFullMap()
{
// Create a bitmap for the full-size map (adjust size as needed)
Bitmap fullMapBitmap = new Bitmap(mapWidth * 32, mapHeight * 32, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
// Draw the back images
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
if ((M2CellInfo[x, y].BackImage & 0x1FFFFFFF) != 0)
{
try
{
Libraries.MapLibs[M2CellInfo[x, y].BackIndex].CheckImage((M2CellInfo[x, y].BackImage & 0x1FFFFFFF) - 1);
var mi = Libraries.MapLibs[M2CellInfo[x, y].BackIndex].Images[(M2CellInfo[x, y].BackImage & 0x1FFFFFFF) - 1];
if (mi.Image != null || mi.ImageTexture != null)
{
using (Graphics g = Graphics.FromImage(fullMapBitmap))
{
// Drawing full-size back image
Rectangle temprect = new Rectangle(x * 32, y * 32, 32, 32);
g.DrawImage(mi.Image, temprect);
}
}
}
catch
{
// Handle any errors gracefully
}
}
}
}
// Draw the middle images
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
if (M2CellInfo[x, y].MiddleImage != 0)
{
try
{
Libraries.MapLibs[M2CellInfo[x, y].MiddleIndex].CheckImage(M2CellInfo[x, y].MiddleImage - 1);
var mi = Libraries.MapLibs[M2CellInfo[x, y].MiddleIndex].Images[M2CellInfo[x, y].MiddleImage - 1];
if (mi.Image != null || mi.ImageTexture != null)
{
using (Graphics g = Graphics.FromImage(fullMapBitmap))
{
// Adjusted rectangle for full-size middle image
Rectangle temprect = new Rectangle(x * 32, y * 32, mi.Image.Width, mi.Image.Height);
g.DrawImage(mi.Image, temprect);
}
}
}
catch
{
// Handle errors
}
}
}
}
// Draw the front images (if not animated)
for (int y = 0; y < mapHeight; y++)
{
for (int x = 0; x < mapWidth; x++)
{
if ((M2CellInfo[x, y].FrontImage & 0x7FFF) != 0 && (M2CellInfo[x, y].FrontAnimationFrame & 0x80) < 1)
{
try
{
Libraries.MapLibs[M2CellInfo[x, y].FrontIndex].CheckImage((M2CellInfo[x, y].FrontImage & 0x7FFF) - 1);
var mi = Libraries.MapLibs[M2CellInfo[x, y].FrontIndex].Images[(M2CellInfo[x, y].FrontImage & 0x7FFF) - 1];
if (mi.Image != null || mi.ImageTexture != null)
{
using (Graphics g = Graphics.FromImage(fullMapBitmap))
{
// Adjusted rectangle for full-size front image
Rectangle temprect = new Rectangle(x * 32, y * 32, mi.Image.Width, mi.Image.Height);
g.DrawImage(mi.Image, temprect);
}
}
}
catch
{
// Handle errors
}
}
}
}
// Save the full-size map to a file
string fullFileName = Path.GetDirectoryName(mapFileName) + @"\" + Path.GetFileNameWithoutExtension(mapFileName);
fullMapBitmap.Save(fullFileName + "_FullMap.png", ImageFormat.Png);
MessageBox.Show("Saved full map as: " + fullFileName + "_FullMap.png");
}

so i wrote some code to change the minimap to a full map save
C#:public void createFullMap() { // Create a bitmap for the full-size map (adjust size as needed) Bitmap fullMapBitmap = new Bitmap(mapWidth * 32, mapHeight * 32, System.Drawing.Imaging.PixelFormat.Format32bppArgb); // Draw the back images for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if ((M2CellInfo[x, y].BackImage & 0x1FFFFFFF) != 0) { try { Libraries.MapLibs[M2CellInfo[x, y].BackIndex].CheckImage((M2CellInfo[x, y].BackImage & 0x1FFFFFFF) - 1); var mi = Libraries.MapLibs[M2CellInfo[x, y].BackIndex].Images[(M2CellInfo[x, y].BackImage & 0x1FFFFFFF) - 1]; if (mi.Image != null || mi.ImageTexture != null) { using (Graphics g = Graphics.FromImage(fullMapBitmap)) { // Drawing full-size back image Rectangle temprect = new Rectangle(x * 32, y * 32, 32, 32); g.DrawImage(mi.Image, temprect); } } } catch { // Handle any errors gracefully } } } } // Draw the middle images for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if (M2CellInfo[x, y].MiddleImage != 0) { try { Libraries.MapLibs[M2CellInfo[x, y].MiddleIndex].CheckImage(M2CellInfo[x, y].MiddleImage - 1); var mi = Libraries.MapLibs[M2CellInfo[x, y].MiddleIndex].Images[M2CellInfo[x, y].MiddleImage - 1]; if (mi.Image != null || mi.ImageTexture != null) { using (Graphics g = Graphics.FromImage(fullMapBitmap)) { // Adjusted rectangle for full-size middle image Rectangle temprect = new Rectangle(x * 32, y * 32, mi.Image.Width, mi.Image.Height); g.DrawImage(mi.Image, temprect); } } } catch { // Handle errors } } } } // Draw the front images (if not animated) for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { if ((M2CellInfo[x, y].FrontImage & 0x7FFF) != 0 && (M2CellInfo[x, y].FrontAnimationFrame & 0x80) < 1) { try { Libraries.MapLibs[M2CellInfo[x, y].FrontIndex].CheckImage((M2CellInfo[x, y].FrontImage & 0x7FFF) - 1); var mi = Libraries.MapLibs[M2CellInfo[x, y].FrontIndex].Images[(M2CellInfo[x, y].FrontImage & 0x7FFF) - 1]; if (mi.Image != null || mi.ImageTexture != null) { using (Graphics g = Graphics.FromImage(fullMapBitmap)) { // Adjusted rectangle for full-size front image Rectangle temprect = new Rectangle(x * 32, y * 32, mi.Image.Width, mi.Image.Height); g.DrawImage(mi.Image, temprect); } } } catch { // Handle errors } } } } // Save the full-size map to a file string fullFileName = Path.GetDirectoryName(mapFileName) + @"\" + Path.GetFileNameWithoutExtension(mapFileName); fullMapBitmap.Save(fullFileName + "_FullMap.png", ImageFormat.Png); MessageBox.Show("Saved full map as: " + fullFileName + "_FullMap.png"); }
i get this result full size but had to make it smaller
View attachment 36333
it's the crystal mir2 map editor modified the minimap buttonIs that a code that could be put into the map editor or maybe you did add this code to the editor for this example?
It looks like you are missing ground back tiles and the image is overall messed up but it is good start nonetheless.
If you've seen the current editor code, you will know it can't make full size map image as you asked previously.
If this code of yours would work, that would be terrific. I guess it doesn't collapse the editor on export (saving) given it is 32 bit program, since you did save out this image.
That looks pretty good, I'd say, even better than the original
Would you get the same uniform result across the image if you did it on individual tiles, one by one? Because if so, that would be less work than doing it on the map image and then having to cut it up, assemble...
Could Photoshop even import all tiles as separate images, do the job on them and export? I guess it can't be pointed to a folder with exported tiles and alter them by this recolor function as a batch process without first importing the tiles (either one by one or all of them in one stroke) into the program?
Either way, it would be less involved job to work with tiles than to do it on the image of map (never mind crashing your machine).
if ((M2CellInfo[x, y].FrontImage & 0x7FFF) != 0 && (M2CellInfo[x, y].FrontAnimationFrame & 0x80) < 1)
