H-Mode7 maps in RMVX
#1
Importing H-Mode7 maps in RMVX
Version : 1.0
H-Mode7 Engine Version : 1.4.4


Introduction
This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX project.

Features
- H-Mode7 v.1.4.4 for RPG Maker XP

Warning
Normally, RMVX runs at 60 FPS. That means potentially more lag.
If you experience lag, try and unckeck the "Reduce screen flickering" flag (F1). This may help.

Script
The script is only available by downloading the demo (as it requires a DLL and an executable).

Screenshot
[Image: HM7_VX.png]


DEMO
Exporter + DEMO


Instructions

Only the three layers and the tileset will be imported from RMXP. Events and maps properties shall be set in RMVX.

To begin with, you must have a RMXP project with H-Mode7 maps (events are useless here).
You must also have a RMVX project that includes the H-Mode7 scripts for VX + the DLL (see demo).

The exporter : HM7_Exporter.exe

[Image: HM7_Exporter.png]

1 : RMXP project with HM7 maps
2 : Here are listed HM7 maps found in the selected RMXP project
3 : RMVX project in which HM7 maps will be imported
4 : Here are listed HM7 maps already imported in the selected RMVP project
5 : click here to import selected HM7 maps in the RMVX project (make sure that the RMVX project is CLOSED first)


When exporting a RMXP map :
- if the map name strictly matches an existing RMVX map name, then the map is updated (only the layers, it doesn't erase your events).
- if not, a new RMVX map with the exported map name is created : you will have a new MapXXX.rvdata file in your Data folder, plus a MapXXX_HM7.rvdata file. The MapInfos.rvdata file is also updated.
- tilesets, autotiles, heightmaps and textures that are used in the map are copied
- a picture of the map is created and copied to the "HM7_Maps" folder at the root of your project.

Imported HM7 maps in RMVX are displayed in the editor as empty.
To help you placing events, you can use the pictures located in the "HM7_Maps" folder as parallaxes in the editor (that's their purpose).
You should remove these pictures when your map is finished, because they may be big and they are completely useless for the script.

Passabilities

Passabilities must be set in the RMXP editor, using the "Passage (4 Dir)" option in the tilesets settings.
You add a passability limitation each time you put a "point" instead of an "arrow" :
[Image: tset05.png]

Credits
- MGC
- vgvgf for his rewritten Table class
Some scripts :
Working on :
Reply }
#2
This is excellent and exactly what I needed! Now I can make the fully 3D- Look Game I wanted to make. Thanks MGC!
Reply }


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