10-20-2012, 03:05 PM
Importing H-Mode7 maps in RMVX Ace
Version : 1.1
H-Mode7 Engine Version : 1.4.4
Version : 1.1
H-Mode7 Engine Version : 1.4.4
Introduction
This system allows you to import H-Mode7 maps created with RMXP directly in a RMVX Ace project.
Features
- H-Mode7 v.1.4.4 for RPG Maker XP
Warning
Normally, RMVX Ace 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
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 Ace.
To begin with, you must have a RMXP project with H-Mode7 maps (events are useless here).
You must also have a RMVX Ace project that includes the H-Mode7 scripts for VXA + the DLL (see demo).
The exporter : HM7_Exporter_Ace.exe
1 : RMXP project with HM7 maps
2 : Here are listed HM7 maps found in the selected RMXP project
3 : RMVXA project in which HM7 maps will be imported
4 : Here are listed HM7 maps already imported in the selected RMVXA project
5 : click here to import selected HM7 maps in the RMVXA project (make sure that the RMVXA project is CLOSED first)
When exporting a RMXP map :
- if the map name strictly matches an existing RMVXA map name, then the map is updated (only the layers, it doesn't erase your events).
- if not, a new RMVXA map with the exported map name is created : you will have a new MapXXX.rvdata2 file in your Data folder, plus a MapXXX_HM7.rvdata2 file. The MapInfos.rvdata2 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 RMVXA 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 & Vehicles
Passabilities must be set in the RMXP editor, using the "Passage (4 Dir)" option in the tilesets settings.
At the end of the part, you'll find :
Code:
# Vehicles
# RMXP terrain tag : Passable by boat
TAG_PASSABLE_BOAT = 2
# RMXP terrain tag : Passable by ship
TAG_PASSABLE_SHIP = 1
# RMXP terrain tag : Airship cannot land (it cannot land on non passable tiles)
TAG_AIRSHIP_CANNOT_LAND = 3
For the map in the demo, I set the terrain tag value of the water tile to 1, so even if it's normally impassable, a ship can move on this tile. I also set the trees and houses tiles to 3, so the airship cannot land (but the player can still walk on those tiles).
Credits
- MGC
- vgvgf for his rewritten Table class
Some scripts :
Working on :