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> Map to .png image.
Omegas7
post Mar 30 2010, 05:33 AM
Post #1


stai sprecando il tuo tempo
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Type: Coder
Alignment: Chaotic Evil




Map Saver Script
Transform your game maps to .png image files saving lots of time instead of doing it manually.
Why would you need this? Well, the resulting image might be helpful for... Whatever, if you ever have the need of taking an image of a whole game map, you will thank me... And also for the worldmap script I should be posting here soon might need this.

Demo Download:
http://www.mediafire.com/?menz5nmmdnm

Instructions found in the script, make sure to read them.

Screenshots:
Sir, you speak nonsense.

Credits:
Omegas7: Map Saver
Woratana: PNG Saver Script (lucky me it was in his Windowskin maker ohmy.gif)

Spoiler:
CODE
# =============================================================================
# Map Saver
# Version 0.1
# Author: Omegas7.   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[i][2]*32
              if @bitmaps[i][3] == true
                y += 16 if @weird_mode
              end
              @result.blt(@bitmaps[i][1]*32,y,@bitmaps[i][0],
              Rect.new(0,0,544,416))
            end
            @result.make_png('Map','')
            print "Map image production is over!"
            exit
          end
        end
      end
    end
  end
  def execute_image
    Graphics.freeze
    Sound.play_decision
    @bitmaps.push([Graphics.snap_to_bitmap,
    $game_map.display_x/256,
    $game_map.display_y/256,
    nil])
    @moving = false
    Graphics.transition(@pause_time)
    if can_move?(8) && can_move?(2)
      @bitmaps[@bitmaps.size - 1][3] = true
    end
  end
  def can_move?(direction)
    case direction
    when 6
      return false if ($game_map.display_x/256) == ($game_map.width - 17)
      return true
    when 2
      return false if ($game_map.display_y/256) == ($game_map.height - 13)
      return true
    when 4
      return false if ($game_map.display_x/256 == 0)
      return true
    when 8
      return false if ($game_map.display_y/256 == 0)
      return true
    end
  end
end


# =============================================================================
# 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] = Float.induced_from(w*h)
      @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[i])
      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
  end
end

#=============================================================================
# ** 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')
  end
end


Wise Notes:
  • Sometimes there might be a problem with the resulting image, like this
    .
    If such happens, turn "weird mode" to true and re-run the script. It is either true or false...
  • If you got a HUD script or whatever else that affects the screen, disable it.


--------------------
Chooo Chooo
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Malexos
post Mar 30 2010, 11:46 PM
Post #2


[Insert Kiriban Title Here]
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This will actually be pretty useful...especially for screenshots ^^ thank you, Omegas!


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QUOTE (Liana @ Dec 29 2007, 07:55 PM) *
...
QUOTE (lumine99 @ Feb 17 2010, 01:58 AM) *

where did you download it??? i've found a link but it always dc during downloading
QUOTE (PINEDAVX) *

Oh. My. God.
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woratana
post Apr 7 2010, 06:03 PM
Post #3


*O* ~(>_<)~
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Type: Coder




Looks great! biggrin.gif

I've no idea about the bug. However, this will be very useful. smile.gif


--------------------
Check out my new blog!!!

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itaholy87
post Dec 6 2010, 04:22 PM
Post #4



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Thanks God, you save me! It was impossible for me create a picture of a map of 500x500 tiles!
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