Is there a Map-to-Screenshot Script?

● ARCHIVED · READ-ONLY
Started by GrandmaDeb 11 posts View original ↗
  1. Omegas7 has this one for VX:


    http://www.rpgmakervx.net/index.php?showtopic=28578&st=0&p=260629entry260629


    IDK if it is compatible with Ace, but it seems so much easier than piecing together maps for parallaxing. Is there one available for Ace or could it please be converted?


    I looked through the Wiki under Creator's Tools and didn't see anything I recognized.


    Thank you.
  2. I am currently using Hime's Map Saver script.  You can grab it from his website.
  3. Tsukihime has good map saver script
  4. yami converted the omega one. and it work with large map i think. (not sure either).

    but i forgot the link. so i post the code here instead:

    Spoiler
    # =============================================================================# 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  endend# =============================================================================# 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  endend#=============================================================================# ** 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')  endend
    credits goes to:

    Yami, Omega7, Woratana
  5. I use a different method other than scripts to capture my completed whole maps as parallaxed maps. I take screenshots with a free program called "Greenshot" and then I adjust the scaling of the picture in "Paint.net".
  6. @ Zoltor

    Same one I gave, I just gave the link to the forum post on here rather than directly to Himeworks.com
  7. GrandmaDeb said:
    thanks folks!


    adding links for the folks who may come after...


    Tsukihime's MapShot Saver:


    http://www.himeworks.com/2013/02/25/map-screenshot/


    and the local topic


    http://forums.rpgmakerweb.com/index.php?/topic/2894-map-screenshot/


    Yami's Conversion of Omega7's Map to Screenshot


    http://www.rpgmakervxace.net/topic/669-map-saver-script-conversion-request/?p=8571


    Much appreciated!
    Okies! I am covered coming and going! lol Thanks, everyone, for wanting to help!
  8. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.