Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: gomtuu on March 12, 2009, 01:40:11 pm

Title: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on March 12, 2009, 01:40:11 pm
I mentioned a couple weeks ago that I'd started working on a map editor. Here it is!

http://gomtuu.org/fft/Ganesha/ (http://gomtuu.org/fft/Ganesha/)

Note that it doesn't actually edit maps yet because it's still an early version. All it does is let you zoom and rotate the map (using the mouse wheel) and click on a polygon to see where you'd have to look in the mesh file if you wanted to edit that polygon with a hex editor. While that alone might be sort of useful, I'm mostly releasing this version as a test to make sure you guys can run it. Unlike map2gl, Ganesha uses Panda3D, so the environment's a little different.

I've only released a binary version for now because it's more likely to "just work." One benefit of using Panda3D is that it's able to create an installable package with everything your Python program needs, so if you're using Windows, you can just double-click it to install it like a real program. :) Unfortunately, this installer is about 30MB. I do plan to release source versions (which should only be a few dozen KB or so) alongside the binary versions in the future, but getting the source version to work will involve more setup on your end.

I also want to know if this works in Parallels, so if some Mac users could try it, I'd appreciate it.
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Post by: Archael on March 12, 2009, 02:47:33 pm
testing on parallels now
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Post by: Archael on March 12, 2009, 03:12:27 pm
(http://i40.tinypic.com/spb539.png)
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Post by: Celdia on March 12, 2009, 03:25:58 pm
http://lmgtfy.com/?q=msvcr71.dll (http://lmgtfy.com/?q=msvcr71.dll)

There ya go.
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Post by: gomtuu on March 12, 2009, 03:36:47 pm
I don't know much about Parallels, but if Parallels keeps a C:\Windows\system32 folder somewhere, putting msvcr71.dll in there might fix it. Try that.

What's weird is that there is a copy of msvcr71.dll in Ganesha's bin folder. I don't know why Python's not seeing it.
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Post by: Xifanie on March 12, 2009, 04:33:47 pm
This is not the first time parralels is going gay with Arch for File Location.

He had problems running FFTPatcher? on his new computer as well.
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Post by: SentinalBlade on March 12, 2009, 05:27:47 pm
Holy shit gomtuu, freaking download of 2megabytes a second O.O
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Post by: Archael on March 12, 2009, 05:58:05 pm
Quote from: "Zodiac"This is not the first time parralels is going gay with Arch for File Location.

He had problems running FFTPatcher? on his new computer as well.

because all the FFTPATCHERFFTPATCH files need to be inside the actual /c drive for fftpatcherfftpatch to work, contrary to just accessing them through your mac desktop which the new parallels can do

I'll try it out with the .dll tomorrow and get

BACK

TO

YOU

QuoteI don't know much about Parallels, but if Parallels keeps a C:\Windows\system32 folder somewhere, putting msvcr71.dll in there might fix it.

yeah it does

I will
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Post by: Cheetah on March 12, 2009, 09:07:52 pm
OMG I can't wait to try this out!
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Post by: karsten on March 13, 2009, 03:21:07 am
great to see how things are growing up :)

nice one goomtu
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Post by: gomtuu on March 14, 2009, 12:16:25 am
Has anybody gotten it working yet?
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Post by: CidIII on March 14, 2009, 01:01:38 am
Yeah, is there anyway to make it stop rotating?

Also, I could make a video of it if anyone wants to see it in action.
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Post by: gomtuu on March 14, 2009, 09:53:46 am
Quote from: "CidIII"Yeah, is there anyway to make it stop rotating?
Glad someone was able to. :) Windows or Parallels?

If you click and drag the mouse wheel, the automatic rotation will stop and you'll be able to rotate the camera to the angle you want (and it'll stay there). You can also turn the mouse wheel to zoom in and out.
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Post by: CidIII on March 14, 2009, 03:33:48 pm
Cool thanks, I think it works just fine on Windows. Is it normal that tiles aren't the right color?
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Post by: gomtuu on March 14, 2009, 04:48:43 pm
Quote from: "CidIII"Cool thanks, I think it works just fine on Windows. Is it normal that tiles aren't the right color?
Yeah, Ganesha 0.01 doesn't support texture palettes. It just applies a simple grayscale palette to all the polygons.

Have any Mac users gotten it working in Parallels yet?

If it can't be made to work in Parallels, all hope is not lost. According to what I've read, the next version of Panda3D is going to be available for OSX as well as Windows and Linux, and once it's released, you should be able to use it to run the source version of Ganesha in OSX. (The current version of Panda3D is only available for Windows and Linux, which is part of the reason I haven't released the source version of Ganesha 0.01 yet.)
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Post by: Cheetah on March 14, 2009, 06:20:43 pm
Hey Gomtuu sorry for the slow response it has been a crazy week. First time I tried running it in Parallels it said I was missing a library. I would tell you what it was exactly...but now I can't figure out how to run the program again. I can be stupid about these things but the only executable I see is the uninst.

PS: "This application has failed to start because MSVCR71.dll was not found. Re-installing the application may fix the problem"
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Post by: CidIII on March 15, 2009, 04:58:33 am
There should be a shortcut, but if there isn't open the 'main.py' file located in the 'game' folder with the program 'ppython.exe' located in the 'python' folder.

Right click on 'main.py' and pick the 'Open With...' command. Make sure you choose 'ppython.exe', because 'python.exe' will not work.
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Post by: Cheetah on March 15, 2009, 01:41:41 pm
It works! Thanks Cid, that did the trick. I just needed to download that dll and everything worked great.
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Post by: gomtuu on March 15, 2009, 02:29:08 pm
Quote from: "Cheetah"It works! Thanks Cid, that did the trick. I just needed to download that dll and everything worked great.
Great news! So, to be clear, putting MSVCR71.DLL in the Windows\system32 directory is all you have to do to get it working in Parallels?

Parallels does have a Start Menu, right? Because the installer should've created a Ganesha folder in the Start Menu's Programs folder, and there should be a shortcut in there that'll launch Ganesha.

About how fast (in frames/sec) is Ganesha when you run it in Parallels? Is it reasonable?
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Post by: Cheetah on March 15, 2009, 03:12:42 pm
Ahhhhhh yeah I didn't know about the Start Menu shortcut. Yes all I had to do was put the DLL in the system directory to get things working in Parallels. I just got a new super speedy computer so things are running much faster now, however Ganesha is very very slow. Map2gl has always looked great and run smoothly, but Ganesha...well I would say the map rotates about 5-10 degrees for each frame of animation. So really fucking slow. Maybe if you didn't have the map rotating and selecting the coordinates of polygons at the same time it would run better, though I'm sure that is all to come in the future.
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Post by: CidIII on March 15, 2009, 04:55:16 pm
You could stop it from rotating I don't know if it's possible with the "Mighty Mouse".
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Post by: Cheetah on March 15, 2009, 06:01:51 pm
Haha yeah I don't think it is possible with my Mighty Mouse at this point. I meant in general though, no reason to have a program due both those things at once.
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Post by: gomtuu on March 15, 2009, 06:03:30 pm
Quote from: "Cheetah"I just got a new super speedy computer so things are running much faster now, however Ganesha is very very slow. Map2gl has always looked great and run smoothly, but Ganesha...well I would say the map rotates about 5-10 degrees for each frame of animation. So really fucking slow. Maybe if you didn't have the map rotating and selecting the coordinates of polygons at the same time it would run better, though I'm sure that is all to come in the future.
The rotation itself shouldn't slow things down noticeably because, whether it's rotating or not, it's still drawing the whole scene every frame. The rotation code is just a few sin() and cos() function calls each frame, which is pretty insignificant. Selecting polygons takes some processing power, but of course we can't get rid of that or it wouldn't be much of an editor. :) Anyway, on my computer, map2gl and Ganesha are both pretty speedy (as in 60+ fps). You run the source version of map2gl, right? So I'm guessing Parallels is causing the speed hit.

According to the Panda3D people, the new version of Panda3D (with a native OSX release) will be out in a week or so; once it is, you can try that to see if it's faster. I plan to post the source version of Ganesha by then.
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Post by: Cheetah on March 15, 2009, 06:42:46 pm
Nah, I don't run the source version of map2gl. I will try running Ganesha again to see if it speeds up at all.

PS: Yeah definitely running a bit slow. But like Cid said the mighty mouse isn't working so well in Parallels to stop the rotation, if that happened at least I could choose what polygon I wanted to look at haha. Still totally usable at this point though as far as I can tell.
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Post by: gomtuu on April 05, 2009, 08:36:34 pm
Good news, guys! Panda3D 1.6.0 was released a few days ago. As they promised, there's an OS X version. Also, I got a MacBook for work, which means I can test my programs in OS X easily now. I just tested Ganesha on it with Panda3D 1.6.0 and confirmed that it worked. I also found that running the source version of Ganesha was many times faster than running it in Parallels.

I plan to release version 0.02 of Ganesha within the next few days. It won't have much in the way of new features, but I'll post both a binary (Windows) version and a source (Linux/OS X) version this time, with installation instructions for each one.
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Post by: Cheetah on April 06, 2009, 04:22:10 am
Sweet! I know I'm probably just about the only person the this is really exciting for, but don't worry Gomtuu I'm pretty sure my enthusiasm will manage to carry you to each subsequent release.
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Post by: Vanya on April 06, 2009, 07:59:30 am
I'm trolling this app. ^_^
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Post by: Kokojo on April 06, 2009, 11:26:56 am
Nice gomtuu, i am happy you are alive !

Of course, i am waiting for something like ganesha 1.01 because i am not so talented myself, but progress is always nice. Long live gomtuu !
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Post by: gomtuu on April 08, 2009, 12:26:50 pm
Ganesha 0.02 is now available (http://gomtuu.org/fft/Ganesha/).

Instructions for installing the source version are in README.source inside the ZIP file.

As I mentioned, it's not very different from 0.01, but there's a source version now for those who want a smaller download. And on Macs, you'll be able to run the source version without Parallels, which will be faster than 0.01 (binary) was in Parallels. Test it out and let me know if it works for you!
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Post by: Cheetah on April 08, 2009, 02:05:54 pm
Okay I have everything installed, but one noob question. How do paths start in OSX, and what is the starting location?
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Post by: gomtuu on April 08, 2009, 05:08:25 pm
Quote from: "Cheetah"How do paths start in OSX, and what is the starting location?
You don't need to supply a path; Ganesha will let you pick a GNS file if you run it without any command-line parameters. But if you want to give it a path, you can either use an absolute path or a relative path. An absolute path would look like this:
/Users/cheetah/Desktop/FFTCD/MAP/MAP001.GNS
Or, if you're in a new Terminal window (which should start you in /Users/cheetah), you should be able to use a relative path like this:
Desktop/FFTCD/MAP/MAP001.GNS
With a relative path, you can use two periods each time you want to go up a directory. If you were in /Users/cheetah/Desktop/downloads/Ganesha-0.02 for example, you could use this:
../../FFTCD/MAP/MAP001.GNS
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Post by: Cheetah on April 08, 2009, 06:20:05 pm
Opens a window and then shuts it down. Here is what I get in the terminal:

Userscomputer:~ User$ /Users/User/Desktop/Download/Ganesha-0.02/main.py /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS
DirectStart: Starting the game.
Known pipe types:
  osxGraphicsPipe
(all display modules loaded.)
:display(warning): FrameBufferProperties available less than requested.
Unable to open file /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS
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Post by: gomtuu on April 09, 2009, 12:41:13 pm
Quote from: "Cheetah"Unable to open file /Users/User/Desktop/FFT/FINALFANTASYTACITCS/MAP/MAP098.GNS
You'd get that error if the file you're trying to open doesn't exist or isn't readable. Most likely the former. Are you sure that's the correct path to the file? It's case-sensitive. If you need to add spaces somewhere in the path, you can put the whole path in single or double quotes.

You shouldn't need to specify a file on the command line. Does it work if you leave it off?
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Post by: Cheetah on April 12, 2009, 04:23:11 pm
Well I was just being stupid and now I have it figured out. Double clicking main.py just opened it up in a text document, which was my main problem. I finally just used terminal to open main.py with a direct bath and once it was opened chose a GNS file. This is looking way better than the first version is running full speed as far as I can tell. Very freaking awesome! I love that is shows the normal vectors, I will definitely use that as a reference in the future.
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Post by: gomtuu on April 13, 2009, 01:36:47 pm
Glad you got it working!
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Post by: Havermayer on April 20, 2009, 02:07:05 pm
If I try to run it, it crashes shortly afterward.
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Post by: LastingDawn on April 22, 2009, 04:25:37 pm
Well done, Gomtuu! Intiuitive and very easy to set up (which is rare coming from a hacking community) and works great on Vista! Can't wait to see updates for this!
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Post by: DarthPaul on April 22, 2009, 04:53:22 pm
Took me a minute to figure out which map it was.

Without color it looks like a deep dungeon map.
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Post by: Smitson on May 17, 2009, 05:36:11 pm
I gotta say this is very nice!
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Post by: Cheetah on June 03, 2009, 10:09:50 pm
Gomtuu, FFH needs you!

In my desperation for a map editor I have gotten into the habit of sketching maps that I hope to one day make for various patches. The idea of this one is that it is the rear of the Military Academy in Gariland where the students train. Plus the stables are back there for chocobos, in the hope that they will become accustom to the sounds of battle. It isn't really clear in any of these shots but the part of the Academy is supposed to be a covered walkway with two levels. I'm not sure if this could actually be implemented like that, but it would be cool. It is a pretty flat map, but there are some raised areas for archers to take advantage of with the help of a few well placed boxes. I also went for a bit of variety of different elemental tiles, with a water one if you jump into the chocobos' water trough.
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Post by: karsten on June 04, 2009, 02:55:57 am
damn nice cheetah! keep this up, someday we'll have a way to edit and  insert :)
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Post by: Archael on June 04, 2009, 07:57:24 am
that map is badass
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Post by: LastingDawn on June 04, 2009, 04:11:41 pm
Hmm, it is very well done, concise, and quite easy to imagine! I hope you're able to make that a reality one day soon Cheetah.
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Post by: Cheetah on June 04, 2009, 05:11:53 pm
Thanks guys, hopefully someday.

I forgot to mention that at the East end of the map could potentially have a few things to fill up the space. In some of the sketches you can see weapon holders that make for small obstacles. Maybe targets for archers or practice dummies, or different versions of the map with different things there.

While working on this map the idea of creating a sprite for a practice dummy came to me. Just have the walking animation be the dummy kind of swaying in the wind, give it 0 speed, 0 move, and no skills. Just there for characters to beat on in tutorial levels.

OH GREAT IDEA. So for the AI tournaments still have 4 players on each team but set up the ENTDs so that each team has one of these dummy characters. Then the goal becomes to protect your dummy and destroy the enemies. You can use buffing spells on your dummy, and then you could use more AI settings such as Protect on the dummy or Full out Attack on the enemy dummy. Could make for some interesting differences in team setups.
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Post by: LastingDawn on June 04, 2009, 05:24:53 pm
Haha! That would be interesting, it would take an event work but not really that complicated, just using the outside of Riovanes would work great for that scenario.
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Post by: Cheetah on June 04, 2009, 05:45:03 pm
Actually I don't think it would take any editing for the Practice Dummy AI fights. It would just be the previously unused 5th member of each party. Since before they cut the 5th because they would run into sprite limit issues, but since the dummy would be the same sprite that problem wouldn't occur. That would make it really easy!
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Post by: Kuraudo Sutoraifu on June 04, 2009, 07:58:06 pm
Awesome map, Cheetor.  My only critique is that the majority of the level it rather flat.  Maybe add some slight height differences in the dirt area.  Still, while we may not be able to create these yet, I love the initiative to create a map, bro.  Great job.
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Post by: goldblade0 on June 19, 2009, 04:03:48 pm
Error starting Ganesha.  No window.  Ran from command prompt gives,

C:\Ganesha-0.02\game>C:\Ganesha-0.02\python\ppython.exe -E main.py
DirectStart: Starting the game.
Known pipe types:
  wglGraphicPipe
(all display modules loaded.)
:display:wgldisplay(error): SetPixelFormat(55) failed after window create
:display(error): Window wouldn't open; abandoning window.
:ShowBase(warning): Unable to open 'onscreen' window
Traceback (most recent call last):
  File "main.py", line 9, in <module>
      from ganesha.ui import Map_Viewer
  File "C:\Ganesha-0.0\game]ganesha\ui.py", line 5, in <module>
      import direct.directbase.DirectStart
  File "C:\Ganesha-0.02\direct\directbase\DirectStart.py", line 4, in <module>
      ShowBase.ShowBase<>
  File "C:\Ganesha-0.02\direct\showbase\ShowBase.py", line 229, in __init__
      self.openDefaultWindow(startDirect = False, props=props)
  File "CL\Ganesha-0.02\direct\showbase\ShowBase.py", line 726, in openDefalutWindow
      raise StandardError, 'Could not open window.'
StandardError: Could not open window.
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Post by: Kokojo on October 28, 2009, 03:48:09 pm
I get the same error, any ideas why ?

I really need any help I can help. I simply don't know how to open this.
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Post by: degrofm on October 28, 2009, 07:21:20 pm
So I got the Windows version to run on my Mac in Crossover Games, if you care about that at all...
Title: Re: Map Editor: Ganesha
Post by: gomtuu on January 26, 2010, 09:34:53 pm
Quote from: "goldblade0"C:\Ganesha-0.02\game>C:\Ganesha-0.02\python\ppython.exe -E main.py
DirectStart: Starting the game.
Known pipe types:
wglGraphicPipe
(all display modules loaded.)
:display:wgldisplay(error): SetPixelFormat(55) failed after window create
:display(error): Window wouldn't open; abandoning window.
:ShowBase(warning): Unable to open 'onscreen' window
Traceback (most recent call last):
File "main.py", line 9, in <module>
from ganesha.ui import Map_Viewer
File "C:\Ganesha-0.0\game]ganesha\ui.py", line 5, in <module>
import direct.directbase.DirectStart
File "C:\Ganesha-0.02\direct\directbase\DirectStart.py", line 4, in <module>
ShowBase.ShowBase<>
File "C:\Ganesha-0.02\direct\showbase\ShowBase.py", line 229, in __init__
self.openDefaultWindow(startDirect = False, props=props)
File "CL\Ganesha-0.02\direct\showbase\ShowBase.py", line 726, in openDefalutWindow
raise StandardError, 'Could not open window.'
StandardError: Could not open window.
I've never seen this error, but I found a thread about it in the Panda3D forums. It could help...

http://www.panda3d.org/phpbb2/viewtopic.php?t=6088 (http://www.panda3d.org/phpbb2/viewtopic.php?t=6088)

Quote from: "degrofm"So I got the Windows version to run on my Mac in Crossover Games, if you care about that at all...
Cool! I don't think I ever tried Ganesha or map2gl in wine... Good to know. Does it seem fast enough?
Title: Re: Map Editor: Ganesha
Post by: Kokojo on January 31, 2010, 12:42:48 pm
Up to the second error, yay!

C:\Documents and Settings\Benjamin>"C:\Documents and Settings\Benjamin\Bureau\bo
bray.lnk"

C:\Documents and Settings\Benjamin>DirectStart: Starting the game.
Known pipe types:
  wdxGraphicsPipe8
(all display modules loaded.)
attempting D3DFMT_X8R8G8B8
Traceback (most recent call last):
  File "main.py", line 17, in <module>
    map_viewer.start(gns_path)
  File "C:\Ganesha-0.02\game\ganesha\ui.py", line 219, in start
    self.world.read_gns(gns_path)
  File "C:\Ganesha-0.02\game\ganesha\world.py", line 273, in read_gns
    self.map.gns.read(gns_path)
  File "C:\Ganesha-0.02\game\fft\map\gns.py", line 52, in read
    resource_filename = fft.map.lbas[resource_lba]
KeyError: 0
Title: Re: Map Editor: Ganesha
Post by: Kokojo on January 31, 2010, 01:46:32 pm
Sorry for doublepost but that was necessary.

(http://img13.imageshack.us/img13/9669/epsxe2010013113441004.gif)
Title: Re: Map Editor: Ganesha
Post by: degrofm on February 01, 2010, 12:19:58 pm
Quote from: "gomtuu"
Quote from: "degrofm"So I got the Windows version to run on my Mac in Crossover Games, if you care about that at all...
Cool! I don't think I ever tried Ganesha or map2gl in wine... Good to know. Does it seem fast enough?

Yeah, it definitely seemed to be running at a reasonable speed. I'll have to play around with it a bit more, but from what I did it seemed to work just fine.
Title: Re: Map Editor: Ganesha
Post by: gomtuu on February 01, 2010, 09:47:13 pm
Hey guys! Ganesha just edited its first polygon a few minutes ago. Completely within the GUI, no hex edits necessary. Notice the far left tile:

[attachment=1:2p1zo0n5]first-polygon-edit.png[/attachment:2p1zo0n5]

Here's what the polygon-editing window looks like so far:

[attachment=0:2p1zo0n5]first-edit-window.png[/attachment:2p1zo0n5]

I still need to improve it a bit before it's ready for release, but as you can see, things are coming along nicely!
Title: Re: Map Editor: Ganesha
Post by: Cheetah on February 01, 2010, 10:45:27 pm
Very freaking sweet Gomtuu, so very exciting. Are these values in decimal now too?!?!?! Are you planning on combining all the features of the map viewer, split/join, and Ganesha?
Title: Re: Map Editor: Ganesha
Post by: Vanya on February 01, 2010, 11:46:53 pm
Nice!
This is giving me ideas for a Vandal Hearts remake again! :3
Title: Re: Map Editor: Ganesha
Post by: Kaijyuu on February 02, 2010, 11:28:42 am
Hrm, I dunno. Vandal Hearts just wouldn't feel right in FFT, mostly because there wouldn't be ridiculous blood explosions when people die :(


Anyway, map editor = awesome. Next we'll need a proper overworld editor and FFT hacking will be leagues ahead of where it is now.
Title: Re: Map Editor: Ganesha
Post by: Pickle Girl Fanboy on February 02, 2010, 05:07:20 pm
Please, please, don't let anyone steal your laptop.
Title: Re: Map Editor: Ganesha
Post by: Vanya on February 02, 2010, 05:38:08 pm
Buck ups! Make back ups in at least 2 other places.
Title: Re: Map Editor: Ganesha
Post by: gomtuu on February 02, 2010, 07:08:12 pm
I work on Ganesha on two different computers (home and office), and they both pull the data from a Subversion repository on a third computer, so it's not likely I'll lose it. :)
Title: Re: Map Editor: Ganesha
Post by: Vanya on February 02, 2010, 11:38:09 pm
Good show, man!
Title: Re: Map Editor: Ganesha
Post by: jimmyjw88 on February 03, 2010, 01:49:28 am
Good to hear that ^^
Title: Re: Map Editor: Ganesha
Post by: gomtuu on February 03, 2010, 10:18:45 pm
A new release is coming soon. This one will actually be useful! Ganesha can now edit polygon data and terrain data within the GUI, so making small adjustments to maps is pretty easy. To demonstrate, I made a dip in the walkway in front of Orbonne Monastery:

[attachment=1:uo59uq86]first-terrain-edit.png[/attachment:uo59uq86]

And here's a preview of the Edit Terrain window:

[attachment=0:uo59uq86]edit-terrain-window.png[/attachment:uo59uq86]

Quote from: "Cheetah"Are these values in decimal now too?!?!?!
Yes! :oops:
Title: Re: Map Editor: Ganesha
Post by: jimmyjw88 on February 03, 2010, 11:05:34 pm
Holyshit!!! This is just FREAKING SWEET man!!!
Great job, gomtuu. Really great job. ^^
Title: Re: Map Editor: Ganesha
Post by: Cheetah on February 04, 2010, 12:01:03 am
Cheetah has a good feeling. You are getting me motivated to spend a bit more time hacking Gomtuu, this is awesome.
Title: Re: Map Editor: Ganesha
Post by: Vanya on February 04, 2010, 01:54:53 am
Outstanding! Keep it up and you'll be ushering in a new age of FFT hacking!
Title: Re: Map Editor: Ganesha
Post by: Asmo X on February 04, 2010, 03:12:36 am
Oh my god

Edit: The word filter seriously sucks some balls.
Title: Re: Map Editor: Ganesha
Post by: mav on February 04, 2010, 08:15:27 am
Holy crap, this is monumental. Great work, Gomtuu.
Title: Re: Map Editor: Ganesha
Post by: karsten on February 05, 2010, 02:13:32 am
epic! one step closer to full editing! :)
Title: Re: Map Editor: Ganesha
Post by: Kaijyuu on February 06, 2010, 12:45:04 am
/cautious enthusiasm

QuoteKeep it up and you'll be ushering in a new age of FFT hacking!
^
Title: Re: Map Editor: Ganesha
Post by: gomtuu on February 07, 2010, 10:37:38 pm
Progress continues on Ganesha. I felt like I was on a roll for the past few days, so I focused on adding new features rather than getting things ready for a release. This means Ganesha now edits polygon visibility angles, textures, texture palettes, lights, and the background gradient. :( Patience!
Title: Re: Map Editor: Ganesha
Post by: Kokojo on February 07, 2010, 10:41:38 pm
*Waits.*

*Waits*

*Cannot wait*

*Goes  to sleep saying one less day*
Title: Re: Map Editor: Ganesha
Post by: Vanya on February 08, 2010, 12:58:38 am
I'm preparing to eject fluids when this baby comes out! ^_^
(No you pervert! Not *those* kinds of fluids!)
Title: Re: Map Editor: Ganesha
Post by: jimmyjw88 on February 08, 2010, 01:09:40 am
I would prefer to wait for new features rather than quick release with only little can do. ^^
Title: Re: Map Editor: Ganesha
Post by: Cheetah on February 08, 2010, 02:41:04 am
OMG all those hours of getting the freaking backgrounds looking correct for Chronicles of Kanbabrif is now doable in minutes. That is freaking sweet. Those are major steps towards being able to complete the incomplete maps as well. Editing textures is so huge too. You think you will be adding inserting polygons anytimes soon? Even this progress is huge, but with polygons almost anything could be done. Oh and importing exporting the textures is still totally doable yeah?
Title: Re: Map Editor: Ganesha
Post by: gomtuu on February 10, 2010, 01:45:26 pm
Ganesha 0.40 has been released!

http://gomtuu.org/fft/Ganesha/ (http://gomtuu.org/fft/Ganesha/)

Be sure to check out the instructions:

http://gomtuu.org/fft/Ganesha/instructions.html (http://gomtuu.org/fft/Ganesha/instructions.html)

Let me know if you find any bugs! I'm sure there are a lot of them. :) One new feature in this version is that, even if you run Ganesha by clicking the icon (not from the command line), any errors that occur should stay on the screen instead of disappearing quickly.

Have fun!
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Cheetah on February 10, 2010, 03:55:23 pm
TESTING NOW!!

Updates for Cheetah on his Mac running through Parallels.
1) I can't stop the map from spinning because I don't have a clickable mouse wheel... So an alternative way of stopping the map from spinning would be awesome, because right now I can't really edit easily.
2) Definitely choppy.
3) Editable polygons!!!!!!!!!

Update
4) OMG so sweet
5) What is "A" in the palette selection?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: SentinalBlade on February 10, 2010, 04:33:06 pm
These edits were done in about 40 minutes, including time to learn the editor

Sand Rat Cellar - in game 1
(http://i49.tinypic.com/dbhbhd.jpg)

Sand Rat Cellar - in Game 2
(http://i49.tinypic.com/2ajnxw8.jpg)

Sand Rat Cellar - In Editor
(http://i45.tinypic.com/jr7f9s.jpg)

Granted, its very hard to tell how drastically this is changed (other than the hill inside the building), but all the texture edits, switching and pallete changes are working~
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Jumza on February 10, 2010, 04:44:19 pm
Im having a problem with ganesha I open my GNS file and it sais this...
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Vanya on February 10, 2010, 04:52:51 pm
Sweet! ^_^
Doesn't it feel great to move your version number up one decimal place?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: SentinalBlade on February 10, 2010, 04:54:03 pm
i got that for a minute too

Make sure you have a folder set aside with all map files in it, if you missing a peice of one of the maps, you won't load all of them
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Jumza on February 10, 2010, 04:55:53 pm
you mean all gns files or all inside the maps folder (thats inside an fft iso)
IM SO EAGER TO USE THIS SOMEONE HELP ME FAST!!!
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 10, 2010, 05:18:52 pm
Quote from: "Jumza"you mean all gns files or all inside the maps folder (thats inside an fft iso)
IM SO EAGER TO USE THIS SOMEONE HELP ME FAST!!!

Yes, copy the whole MAP folder from the CD onto your hard drive. GNS files are basically just indexes of all the data files for a particular map, so a GNS file alone isn't enough.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 10, 2010, 05:27:53 pm
Quote from: "Cheetah"Updates for Cheetah on his Mac running through Parallels.
1) I can't stop the map from spinning because I don't have a clickable mouse wheel... So an alternative way of stopping the map from spinning would be awesome, because right now I can't really edit easily.
Get a real mouse!  :)
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Cheetah on February 10, 2010, 05:31:14 pm
So the only limitations I'm seeing right now are that texture coordinates for a polygon can't be edited. I'm sure you will have that done soon. But then a major next step would actually being able to add or subtract actual polygons right? I will have to try out editing textures sometime soon to see how doable it is with your current method.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 10, 2010, 07:18:07 pm
Quote from: "Cheetah"So the only limitations I'm seeing right now are that texture coordinates for a polygon can't be edited.
Texture coordinates are already editable. They're the U and V values (plus Tex. Page) in the polygon edit window. The interface could be better, though. Ideally, I'd like Ganesha to show the texture and draw UV polygons on it (like map2gl does). Maybe even let you click the UV polygons and drag them around...

Quote from: "Cheetah"But then a major next step would actually being able to add or subtract actual polygons right?
Yeah, that's one of the next steps. It shouldn't be all that hard, really.

Quote from: "Cheetah"I will have to try out editing textures sometime soon to see how doable it is with your current method.
It's workable, but not great. The main limitation right now is that you can't see what you're doing while you're editing palettes because Ganesha still displays the texture in grayscale. That's another thing I'm going to have to work on.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Cheetah on February 10, 2010, 10:34:46 pm
Oh I see. You don't have to define the dimensions, just where they start, smart. I knew that you likely included it and that I was just being blind. Click and drag for texture selection would be wicked sick though.

Not hard to delete and add polygons?! Excellent. I suppose you have all the code figured out, just adding an interface may be a bit difficult.

Once everything is in color it will likely be much easier to find a new way to approach this problem. At least for now it would be nice to at least choose a palette to export the texture as, because I can't actually think of a situation where I would edit the gray scale version. This is such amazing progress and I'm really looking forward to what comes next. So great to have you back Gomtuu. Seems like you are very close to having a fully complete tool.

Bug List (just what I'm find so far):
1) When saving textures PNG's it says "open" instead of "save" (I know, lame excuse of a glitch)
2) Is there a way to see the deep dungeon maps?
3) I am getting crashes on the last 5 maps.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: jimmyjw88 on February 11, 2010, 03:02:16 am
Holyshit!!! Great job, gomtuu. Great job. I'm able to make a slope from terrain but not polygons. Have to slowly learn this. ^^

EDIT: How to import the maps into game? Is it by importing every files of a map, example all map001 files?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 11, 2010, 11:49:52 am
Quote from: "Cheetah"You don't have to define the dimensions, just where they start
I'm not sure what you mean by this.

Quote from: "Cheetah"1) When saving textures PNG's it says "open" instead of "save" (I know, lame excuse of a glitch)
I had noticed this, but I didn't think I had any control over it. As it turns out, I do. Fixed!

Quote from: "Cheetah"2) Is there a way to see the deep dungeon maps?
For now, you just have to turn up the ambient light with the light editor. I should probably add a mode that shows the map with 100% ambient light without actually changing the light data, though.

Quote from: "Cheetah"3) I am getting crashes on the last 5 maps.
Hmm, me too. I hadn't tried opening those in Ganesha before. Apparently they're missing the polygon visibility angles chunk. I'll fix this.

Quote from: "jimmyjw88"How to import the maps into game? Is it by importing every files of a map, example all map001 files?
You'll need to import all the files you changed, yes. When you press S (or s) to save a map in Ganesha, the console window will say something like:

Writing MAP001.8
Writing MAP001.9
So just import all the files listed there. All the files you're currently working on will show up here even if you didn't make changes to them, but at least this narrows it down to a handful of files instead of a few dozen. Also, for example, if you noticed that Ganesha said this when you loaded a map:

tex C:\Users\don\Downloads\fft\MAP\MAP001.8And you know you didn't edit the texture image, then don't bother importing MAP001.8. (Even if you edited the palettes, which are not stored in the same file as the texture image itself.)

For anybody who doesn't already know, you can use a program like CDmage to import the files back into the ISO.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Cheetah on February 11, 2010, 12:24:47 pm
Quote from: "gomtuu"
Quote from: "Cheetah"You don't have to define the dimensions, just where they start
I'm not sure what you mean by this.

Oh, I meant for assigning the textures. I was thinking you needed to assign a location and then dimensions for the texture for the polygon. But apparently you were smart and made it so you just needed to input the offset.

All those other quick changes should be very good. Thanks for the info on importing, I likely would have been trying to import all the related files.

Another piece of map data that isn't currently editable is the map dimensions correct?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 11, 2010, 12:46:42 pm
Quote from: "Cheetah"Oh, I meant for assigning the textures. I was thinking you needed to assign a location and then dimensions for the texture for the polygon. But apparently you were smart and made it so you just needed to input the offset.
The way textures are assigned to polygons in FFT is pretty standard: it's called UV mapping. I really didn't do anything smart, honest! :)

Quote from: "Cheetah"Another piece of map data that isn't currently editable is the map dimensions correct?
Correct. Although if you start with a large map, you can effectively make it smaller by making several rows/columns of terrain tiles "unselectable".

EDIT: By the way, I updated the instructions to include some information about the files in the MAP directory and how to save and use your modified maps.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: jimmyjw88 on February 11, 2010, 11:06:02 pm
Hmm...So meaning we only import those that are written only?
Example:
[attachment=1:1ysl1irr]Ganesha.png[/attachment:1ysl1irr]
What is the red one for? The blue one is when saving the map. So, all I need to do is import those two files (Map056.47 and .48) + Map056.Gns?

Here's what I did for testing.
[attachment=0:1ysl1irr]Ganesha1.png[/attachment:1ysl1irr]
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 11, 2010, 11:28:09 pm
Yes, the blue ones are the ones you want.

The numbers you marked in red are mainly there for debugging purposes, but they might be helpful to you guys, too. (I'll eventually get around to making them more user-friendly.) Each line represents a chunk of data that's being read from a file. So, for the first line:

16 is a code that means the data chunk a polygon chunk.
The filename is the file that chunk is being read from.
196 is the offset (in decimal) of the beginning of the chunk in that file.
28148 is the offset (in decimal) of the beginning of the next chunk in that file. (So 28148 - 196 is the length of the chunk)

To figure out what each code number means, multiply it by 4, then convert it to hex. You can search Google for "(16 * 4) in hexadecimal" (without quotes) as a quick way of doing this. Then look up that number (0x40) in this table:

http://www.ffhacktics.com/wiki/Maps/Mesh#Header (http://www.ffhacktics.com/wiki/Maps/Mesh#Header)

Which says 0x40 is the primary mesh chunk (aka polygons).
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Cheetah on February 12, 2010, 02:44:08 am
Nice info Gomtuu.

Is there an easy way to hide polygons? For instance there are some polygons that I don't want to use right now, but just want to kind of set them aside for later.

Also how does the animation sequence for water/lava work? Is it standard between maps or is it included in every map that has these?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Kaijyuu on February 12, 2010, 05:58:05 am
What's with all these decimal offsets? Eww.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: jimmyjw88 on February 12, 2010, 10:07:52 am
[attachment=0:3iyyyjgq]Map Test.png[/attachment:3iyyyjgq]
[attachment=1:3iyyyjgq]Ganesha2.png[/attachment:3iyyyjgq]
Is there a way to cover those blanks? Sorry such noob question ^^
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 12, 2010, 12:29:38 pm
Quote from: "Cheetah"Is there an easy way to hide polygons?
You can hide them from the game by checking all of the "Invisible from" checkboxes (except ?0, ?1, etc., whose purpose I don't know). They won't disappear in Ganesha because my viewer doesn't use that data yet, but the game shouldn't ever draw them if all those boxes are checked.

Quote from: "Cheetah"Also how does the animation sequence for water/lava work? Is it standard between maps or is it included in every map that has these?
That's either in the 0x6c chunk or the 0x70 chunk of the map files (http://www.ffhacktics.com/wiki/Maps/Mesh#Header), or maybe some combination of the two--I don't remember. It's going to be a while before Ganesha lets you edit those. For now, I recommend starting with a map that already has the animation you want. It should still be there after you make your changes.

Quote from: "jimmyjw88"Is there a way to cover those blanks? Sorry such noob question ^^
Yes, I'm very disappointed that you guys aren't all map-editing experts by now! :P

For now, you'll either have to steal polygons from some other part of the map or just make sure the ground doesn't have sudden changes in height like that. A future version of Ganesha will allow you to add polygons, which means you'll be able to fill in the holes with new polygons.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: jimmyjw88 on February 12, 2010, 12:53:04 pm
Sorry but I'm not really into this hacking stuff ><
Haha.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Pickle Girl Fanboy on February 12, 2010, 01:36:54 pm
Reinstalled it, same thing.  Am I missing a dll or something?
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: SentinalBlade on February 12, 2010, 02:42:35 pm
Quote from: "jimmyjw88"Is there a way to cover those blanks? Sorry such noob question ^^
to get rid of the blank spots, you need to cover them with two sides of the polygon

Basically, take the two ends, and lower their height, so that the tile is slanted
or you can even raise the side of the tile next to it, so that one is slanted


you cant add flat surfaces yet, to fill in the blank spots, you have to pull other tiles and mesh them together kinda :P
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Xifanie on February 12, 2010, 08:54:55 pm
I want the next version of this. A Add/Remove polygon feature. The palette would be cool too but I think it can wait.
I wouldn't bother with speed either right now, it's not slow at all on my computer (except loading)

That's the best I could do right now without being able to add polygons; and it looks like shit
(http://zodiac.ffhacktics.com/limberry_edit.png)
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 12, 2010, 11:05:10 pm
Quote from: "Zodiac"it looks like shit

Are you talking about the stretched texture? If you adjust the UV coordinates for those polygons so they cover a larger area of texture space, you can probably get that to look better. Try outputting the texture if you haven't already. Then you can open it up in an image editor and try to find a good area to use as the texture for your polygons.

In any case, I'm still working on Ganesha. I have a few quick interface improvements to make, and then adding/removing polygons will be my next priority.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: jimmyjw88 on February 12, 2010, 11:25:14 pm
Thank you, SB. ^^
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 13, 2010, 09:28:58 am
Quote from: "Pickle Girl Fanboy"Reinstalled it, same thing.  Am I missing a dll or something?

Possibly. I found a post on the Panda3D forums that says Panda3D 1.6.2 (the version Ganesha uses) was accidentally built with a .NET Framework 3.5 dependency. Try installing .NET Framework 3.5 and see if that fixes it.

http://www.panda3d.org/phpbb2/viewtopic.php?t=7552 (http://www.panda3d.org/phpbb2/viewtopic.php?t=7552)
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Xifanie on February 13, 2010, 10:55:45 am
I'm wondering if I have to use a single polygon for each panel? It's odd, at school I found the keyboard button to show the walkable/unwalkable tiles but now I can't find it again... I really want to make my bridge walkable.
EDIT: Woops, don't mind me; I just never noticed the instruction page; it was easy.

I managed to do a bit better this time. I didn't notice the vector problem for one of my polygons until I tested in-game since it's basically just grey in Ganesha right now.
Simple edit is simple:
[attachment=0:3jct7oft]SCUS_942.21_13022010_104735_0265.png[/attachment:3jct7oft]
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Kokojo on February 13, 2010, 12:50:52 pm
Hello, I have a small problem too, with my completly new  computer.

Any Ideas ? I just downloaded DirectX

(http://img24.imageshack.us/img24/1179/errorih.png)

With net framework :

(http://img189.imageshack.us/img189/7708/error2x.png)
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 13, 2010, 01:07:21 pm
Quote from: "Zodiac"I'm wondering if I have to use a single polygon for each panel?
You don't absolutely have to, but the map will act a little funny if you don't: Each polygon can be associated with a terrain tile, which is what the Terrain X and Terrain Z fields in the polygon edit window are for. (Note: these fields don't quite display the correct information in 0.40, but this is fixed in the latest dev. version.) This information is used by the game when it highlights tiles you can move to or tiles that will be affected by a spell or ability. If your polygon represents a tile you can move to (or part of a tile you can move to), then you should assign it Terrain X and Terrain Z values that match that tile's X and Z coordinates (the latest dev. version shows you what these values are when you click a terrain tile). So the problem with having a polygon that spans two terrain tiles is that, when the game goes to highlight tiles, it'll highlight that whole polygon as if it were one tile of terrain... Does that make sense? I find this part difficult to explain.

Quote from: "Kokojo"Hello, I have a small problem too, with my completly new  computer.
Looks like the same error Pickle Girl Fanboy is getting. Try using Microsoft Update to install .NET Framework 3.5. Panda3D is not supposed to require this, but it does because they made a mistake when they built it, apparently. :(
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Kaijyuu on February 13, 2010, 02:06:25 pm
Soon as you get polygon adding/removing implemented, I'll be all over this.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: Kokojo on February 13, 2010, 05:36:46 pm
Hey there, took me a while.

(http://img14.imageshack.us/img14/7127/map58.png)

Also, zodiac...
(http://img134.imageshack.us/img134/711/zodiachelp.png)
Red is where I sacrified some polygons.

Blue is where I put them.

You can see the result : I streched the texture.
Title: Re: Map Editor: Ganesha 0.40 Released
Post by: gomtuu on February 14, 2010, 06:09:40 pm
Ganesha 0.55 is out!

http://gomtuu.org/fft/Ganesha/ (http://gomtuu.org/fft/Ganesha/)

Now adds polygons and resizes terrain! See the changelog for a full list of new features. The instructions (http://gomtuu.org/fft/Ganesha/instructions.html) have been updated, too.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Cheetah on February 14, 2010, 08:47:38 pm
Oh man so exciting. I really need to make time to get cracking on my map, I could actually essentially finish it at this rate. Great work Gomtuu!
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Xifanie on February 14, 2010, 09:10:58 pm
By the way, map 098 is mine to complete.
(http://zodiac.ffhacktics.com/Outside%20Castle%20Gate%20in%20Lesalia.png)
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Cheetah on February 14, 2010, 09:59:03 pm
Quote from: "Zodiac"By the way, map 098 is mine to complete.
(http://zodiac.ffhacktics.com/Outside%20Castle%20Gate%20in%20Lesalia.png)

Awesome Zodiac. These complete maps will definitely make it into FFT:C. I'm thinking we could have a contest for the best custom maps to make it into FFT:C as well to replace the unfinished glitched maps.

Did you fix the bug where those last 5 maps weren't viewable Gomtuu?
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: jimmyjw88 on February 16, 2010, 04:21:01 am
Shit...this is great, gomtuu. Awesome.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Cheetah on February 17, 2010, 03:22:21 am
Well I have done the first step (the easy one) of creating a fully custom map that I have had bouncing around in my head for a good 6 months or more. I started with just setting up the tile layout of the entire map as seen below. I'm guessing it should all work, though I don't know how FFT handles roofs, which this map has a lot of. If you look at my sketches in the original maps section you might be able to understand this concept a bit better. So while this map is technically functional as is, I haven't edited any polygons at all so that isn't going to be a bit wonky majorly.

On that note I had an idea Gomtuu. What if you could create new polygons designated by four corners of a tile? You can easily calculate the theoretical coordinates of any corner of a tile, and create a polygon with any set coordinates, so it is just a matter of an interface to choose which corners of what tiles you want to be which point of the polygon. It seems like a pretty straight forward way of drawing polygons very quickly.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Kokojo on February 17, 2010, 10:50:11 am
Bad news, everyone.

When you create a new polygon that is not black... it will not appear, simple as that. As soon as it is given texture, it will not appear. I have loads of problems with that... we are gonna have to wait.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: gomtuu on February 17, 2010, 12:10:12 pm
Nice progress so far, Cheetah! Is there really enough space under that roof for characters? It looks a little low, but maybe it's just hard to tell because of the axonometric projection.

I do plan to add some features to make it easier to move polygons around tile-by-tile, at least. And maybe something to generate polygons automatically for a given terrain tile. It's just a matter of adding the interface elements to do that.

Kokojo is right that Ganesha 0.55 has a bug that causes it to create new polygons incorrectly. Apparently some of the bits of polygon texture data that I don't understand (and that seem to be the same for every textured polygon in every map) are actually important after all. Ganesha 0.55 sets these values to 0 instead of the usual values. This doesn't always cause the polygon to be invisible: when I was initially testing the add-polygon feature, my polygons looked funny, but I figured it was a palette thing and didn't pay too much attention to it.

Anyway, I've fixed this and a few other bugs in the latest development version, so I expect to release 0.56 (or so) soon.

Edit: I've also noticed that black polygons have an unexpected side-effect that you'll need to watch out for when editing or creating maps: They always appear in front of textured polygons, even if they're actually behind them. There will be more on this in the instructions when I release the new version.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Cheetah on February 17, 2010, 12:17:31 pm
Gomtuu, you might be right about there not being enough room. It is only a height of 3 under there. That is probably enough for the chocobo corral, but I might need to raise the roof of the main building especially for visibility under there.

Yeah a few more tools for polygon creation and things will really explode. I'm glad you figured out the polygon information so quickly. What were those previously unknown bytes for?
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: gomtuu on February 17, 2010, 01:00:58 pm
Quote from: "Cheetah"What were those previously unknown bytes for?
Who said anything about previously? :) I might be able to figure what they're for with more in-game testing, but like I said, it seems like they're always the same from what I've gathered so far, so I'm not sure there's any point in changing them.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: mav on February 17, 2010, 06:38:35 pm
Awesome stuff, Cheetah--I hope your map is completed some time soon...who knows, maybe we'll have a "Custom Maps" section of the board someday...And great work, gomtuu; I'm seriously grateful for all the work you're putting into this.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: Cheetah on February 17, 2010, 06:51:21 pm
Quote from: "gomtuu"
Quote from: "Cheetah"What were those previously unknown bytes for?
Who said anything about previously? :) I might be able to figure what they're for with more in-game testing, but like I said, it seems like they're always the same from what I've gathered so far, so I'm not sure there's any point in changing them.

Ah I get it, I thought you were saying you figured it out what the data meant, but what you said was that you figured out what the data should be. It is true they are different things. Something I am trying to figure out is if you can create polygons that sprites can't walk through. Or more importantly, are my units going to be able to jump through the roof of my map to get to the roof?


Mav, thanks dude. I have definitely been wanting to have custom maps a possibility for a long time. Just take a look at all my comments in Gomtuu's two topics haha.
Title: Re: Map Editor: Ganesha 0.55 Released
Post by: gomtuu on February 18, 2010, 12:34:38 pm
Ganesha 0.57 is out:

http://gomtuu.org/fft/Ganesha/ (http://gomtuu.org/fft/Ganesha/)

This version fixes the new polygon problem and adds +28/-28 and +12/-12 buttons for moving polygons easily, among other things (see the changelog). The instructions have also been updated to cover the new features and explain the weirdness of black polygons.

Quote from: "Cheetah"Something I am trying to figure out is if you can create polygons that sprites can't walk through. Or more importantly, are my units going to be able to jump through the roof of my map to get to the roof?
That's a good question. I doubt you can make polygons that are obstacles, but I'm not 100% sure. I'm would also guess that units won't be able to jump through the roof, but I don't know what the game's mechanism is for determining the path a character takes between two tiles. When your character wants to go from a low tile to an adjacent higher tile, it might first check to make sure there's not another terrain tile directly above the lower tile within a certain height of the higher tile... We'll have to do some experiments, I guess.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: jimmyjw88 on February 18, 2010, 11:13:43 pm
Great job man, great job.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 19, 2010, 04:20:26 am
Oh man the new polygon edit/move options are incredible, they are so easy to use. I'm blowing through my custom map it feels like, plus it is totally addictive. I am maybe 35% done with basic polygon placement, though I'm sure vectors and textures are going to be an uber bitch. Plus if I never complete the two papers I have due next week I blame you Gomtuu. Amazing work.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on February 19, 2010, 12:14:27 pm
Quote from: "Cheetah"though I'm sure vectors and textures are going to be an uber bitch.

It looks like your map is mostly flat surfaces, so Guess Normal Vectors should take care of most of your polygons. It'll be up to you whether you want to smooth out some of the corners manually.

As for the textures, I'm working on it, but it may take a while...
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 19, 2010, 01:10:51 pm
Currently you are working at a pace that is perfectly matching mine. I think the hardest part of the textures will likely be finding them and compiling them for use. Then there is the question of whether I will try to make some custom ones or not 8(.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 19, 2010, 04:20:10 pm
So I'm still making really smooth progress. It all looks really strange because this is still missing some important polygons, but the basic shape is all there. Once I'm done with the rest of the polygons, maybe only 20% left, then I will start testing it in game and thing about what to do about textures. I'm worried that I am going to end up having lots of trouble with water animations once I get it running in game, but it should look crazy bizarre and be fixable.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Vanya on February 19, 2010, 04:36:08 pm
Sweet!
That's amazing. ^_^
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: mav on February 19, 2010, 07:07:21 pm
Holy crap! Great work, Cheetah. How long did it take you do all this?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Xifanie on February 19, 2010, 07:51:53 pm
Too long.
Even if you calculate instantly the coodinates of your new polygon it takes a while to create the poly and enter all its coordinates.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 19, 2010, 10:01:12 pm
I think everything from scratch and working with earlier versions probably less than three hours. I just had the think through what I would do with each polygon I already had to work with, so far I have only added like 30 polygons and that was mostly for larger dimensions and the roof. I was also using a very bad map to use as a base, I had to spend lots of time just zeroing out the main level and remaking the black boarder on the bottom.

The real time consuming stuff will be the textures. Just searching where to rip them from, and getting them all in there, and the palettes, and figuring out coordinates gha.

I'm also concerned that I am going to need to rotate a whole bunch of polygons even thought they look correct because by default there seems to be no pattern to how the points are directed. So that will make textures even more complicated.

Speaking of which, a quick rotate function for polygons would be amazing. Especially for verticle polygons so that they can be easy made to work from different directions. Even just so that in the create polygon option you could choose it to be verticle and which direction to be facing by default would save lots of time.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: jimmyjw88 on February 20, 2010, 02:49:59 am
This is just sweet!!!
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Vanya on February 20, 2010, 09:11:38 am
Perhaps an option to *zero out* a level would be a great addition Ganesha?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Xifanie on February 20, 2010, 02:47:51 pm
(http://zodiac.ffhacktics.com/SCUS_942.21_20022010_142049_0125.png)
Damn, and I edited all the top textures of the gate in Ganesha; displays fine in Ganesha but I still get the "null" textures in-game. :(
Kokobo told me you working on a fix.

Don't forget to make the Starting Y +12 instead of +1 (to avoid manually lowering by 1).
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 20, 2010, 02:58:12 pm
Quote from: "Zodiac"Don't forget to make the Starting Y +12 instead of +1 (to avoid manually lowering by 1).

That is still awesome progress Zodiac.

That is a good reminder about the +1 to the vert of all new polygons (that should almost just be removed Gomtuu, I think it might cause more trouble than good. Maybe just have it automatically select the new polygon when you create it.

Are you having 12 is your base for height Zodiac? I have been using 0...
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Kokojo on February 20, 2010, 09:12:02 pm
Changed map, thanks to Zodiac's methods of adding sectors.

(http://img693.imageshack.us/img693/3962/imagelza.jpg)

(http://img402.imageshack.us/img402/9438/imageiw.jpg)
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on February 20, 2010, 09:51:59 pm
Quote from: "Zodiac"Even if you calculate instantly the coodinates of your new polygon it takes a while to create the poly and enter all its coordinates.
Have you seen 0.57? I added buttons to the polygon edit window that move polygons around a tile at a time.

Quote from: "Cheetah"a quick rotate function for polygons would be amazing. Especially for verticle polygons so that they can be easy made to work from different directions. Even just so that in the create polygon option you could choose it to be verticle and which direction to be facing by default would save lots of time.
Added to to-do list.

Quote from: "Vanya"Perhaps an option to *zero out* a level would be a great addition
You can already do this with terrain by setting the dimensions to 0 and then back to the dimensions you want. But polygons are a different story. I guess I could add a "delete all polygons" option or something. And a feature to create new polygons based on existing terrain tiles has already been mentioned. This is on my list.

Quote from: "Zodiac"Damn, and I edited all the top textures of the gate in Ganesha; displays fine in Ganesha but I still get the "null" textures in-game. :(
Kokobo told me you working on a fix.
In 0.57, I fixed the bug that causes new polygons to look like that. However, any polygons you had already created in 0.55 will continue to look wrong even if you load the map in 0.57 and save it. I wanted to make 0.57 detect these incorrectly-created polygons and fix them automatically, but that slipped my mind before I released it. The latest development version has this feature, though. So to fix this, you can either load the map in 0.57 and manually replace all the bad polygons, or you can wait for the next Ganesha release, then just load your map and save it, which should fix the bad polygons automatically.

Quote from: "Zodiac"Don't forget to make the Starting Y +12 instead of +1 (to avoid manually lowering by 1).
This is fixed in the latest dev version.

Quote from: "Kokojo"Changed map, thanks to Zodiac's methods of adding sectors.
Very nice! I've been working on a way of giving all the map files more sectors (taking advantage of the fact that about 43MB worth of files in the MAP folder are duplicates and could probably be deleted), but maybe that's not a high priority anymore?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 20, 2010, 11:30:41 pm
Adding sectors? Are you guys running out of room for the individual maps, or is there different amounts of space alotted to each map?

I'm looking forward to these new features Gomtuu.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: jimmyjw88 on February 21, 2010, 07:59:11 am
Wow, that looks great, Kokojo. Very nice.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Bloodthirster0 on February 21, 2010, 02:31:02 pm
This is turning out to be awesome,we will need a mapping section soon.

Kokojo's map can be used for new castle battles,like Limberry,Riovanes or Orbonne(I know it isnt a castle),Zodiac's map is awesome too,combining those maps a new region can be created
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: karsten on February 22, 2010, 04:15:36 am
really really great developments! kudos to everybody involved and to our maps pioneers!
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on February 22, 2010, 09:56:21 pm
I'm making progress on the the visual UV coordinate chooser, but it still needs a few more days' worth of work. Here's a preview:

[attachment=0:26ma9r6e]texture-uv.png[/attachment:26ma9r6e]

You'll see this window when you click the new "Show UV" button in the Edit Polygon window. The magenta polygon (in the upper-left corner of the lower-left texture page) shows the area of the texture that's used by the currently-selected polygon. At the very least, I want to make the magenta polygon update when you click the Apply button so you can see the effect of your changes, but what I really want to do is let you click and drag the points of the polygon around to set the UV coordinates. I'll also try to make it so you can zoom in to pick the right coordinates more easily.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on February 22, 2010, 10:55:32 pm
Oh man would those ever be amazing advances, as always. This should really speed things up in all fronts.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on March 11, 2010, 06:56:31 pm
Ack my favorite topic has been way to quiet lately. Well I have hit a bit of a snag because I choose poorly in my base map. The tutorial 1 map might have one of the smallest amounts of space, so I am unable to test the map in game at this point :(. I worked with Kokojo for a while a while in trying to expand the iso for map space, but we messed something up somewhere along the line. It is a pretty cool method though. I was wondering though Gomtuu that if I replaced a larger map with my custom map and just changed the pointers in the GNS file if it would work? I would appreciate a bit of a breakdown of that file too (though maybe you already have it in the wiki(goes and checks)).

I am also still waiting on your texture improvements before I really start that step of the process. I think I will finish up all the polygons in the next while and start planning textures though. Ack I need to make major adjustments to those boxes in the corner too because now they are tall enough to allow a unit onto the roof. After previewing the map in map2gl I am noticing many more mistakes, besides just the crazy default textures. I'm also trying to think of ways to spice up the map a bit, so if anyone has some ideas I would appreciate it. I'm adding pillars and some flags, but I would appreciate some ideas as to what to do with the main center area. It is supposed to be like a practice ring/pit, I'm trying to think about adding some target boards or fighting dummies or something. But those ideas don't do anything to mix up the terrain.

[attachment=0:1tyotww9]Picture 3.png[/attachment:1tyotww9]

Update: I have all my essential polygons drawn. Going to try adding some pazzaz and textures before I do another preview.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on March 12, 2010, 02:45:05 pm
So I tried to import a texture and the program throw me a giant error and crashed. Has anyone successfully important new textures? I even tried an unedited png that I had just exported from a different map and it didn't work. I will post the entire error soon.

[attachment=0:3ckg6p1k]Picture 4.png[/attachment:3ckg6p1k]

I have attached the error message.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Vanya on March 12, 2010, 04:05:57 pm
Lookin' good, though.
We're close to having this pig roasted.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on March 13, 2010, 05:00:34 pm
Sorry for the lack of updates lately. I bought a PS3 a few weeks ago, and I was playing Valkyria Chronicles until FFXIII came out.

I'm leaving for a 3-week trip on March 24th, so I'll try to get another release out by then. I'll look into that error, Cheetah. Which texture file were you trying to export/import?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on March 14, 2010, 10:35:21 pm
Excellent choices in games Gomtuu! I am currently on strike against FFXIII, but I will probably play it in the next year or so. VC is probably my favorite RPG since FFXII.

Yeah so I tried importing several different texture files from different maps. However, I was trying to import them all to map 101, so perhaps that is the problem.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on March 14, 2010, 10:59:07 pm
I love Valkyria Chronicles so far. I want all my tactical RPGs to be made that way from now on. :) I definitely want to come back to it once I finish FFXIII. It took me a while to warm up to FFXIII, actually, but I'm enjoying it now.

I'll see if I can get to the bottom of that texture import problem. Thanks for the bug report.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on April 10, 2010, 10:34:09 pm
Okay Gomtuu, I have done as much as I can without doing texture stuff. It is hard to see them, but I am particularly proud of the pillars supporting the roof. They are from the interior of the Academy so I thought it was fitting that they would be on the exterior as well. I also plan to add a few flags and a tree or two. I still haven't gotten this to work in game yet either since it is way bigger than the original map. Any suggestions on an easy way to test it without creating new sectors?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on April 22, 2010, 07:08:25 pm
Come on everyone lets make some noise over here. We need to get Gomtuu motivated so that he can get this one last piece of the map editor up and rolling and we will have a whole new area of hacking to easily implement. My ugly textureless map makes me so sad :(

WOOT. I finally got my custom map working in game. Obviously my textures are all really messed up. It is amusing that even though I move lots of the water textures, no matter where they are they still animate like water anywhere else. So how texture animations work is still a bit confusing to me, but very cool. My Mesh file is so large that I just overwrote one for one of the other maps and just change the sector location and size in the GNS file for it to read correctly. I basically just guessed the file size, but it worked I suppose. I just really really really want to update the textures for obvious reasons.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: mav on April 22, 2010, 10:11:57 pm
Hey, that's pretty damn impressive, Cheetah. Great job. Hopefully gomtuu is hard at work preparing the next release--cause we're so close right now that it's driving me insane. I mean, look at that map! The potential is nearly limitless.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Kokojo on April 25, 2010, 12:45:21 am
Hahahaha, Good job cheetah! I have got nothing working with the textures - I dunno how to use them.

The question is, how do we motivate Gomtuu?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Eternal on April 25, 2010, 01:33:22 am
Offer him a roasted Chocobo.

Or alternatively, just continue using his editor and supporting it. :3
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on April 25, 2010, 02:04:29 am
Maybe I will do a video with commentary of my custom map and show off some of the incomplete maps and talk about what wonderful things we could do with a completed map editor and give Gomtuu lots of shout outs. Do you think that would do the trick?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Vanya on April 26, 2010, 01:20:45 am
That sounds like a plan! ^_^
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Krendall on May 16, 2010, 06:49:22 pm
What corner do the three lines converge? Is it NW, NE, SW, or SE? Being able to see a map and figure this out is actually the main reason I downloaded the program.

EDIT: I think I figured it out, but just to make sure: they converge at the SW corner, right?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: LastingDawn on May 17, 2010, 03:21:57 pm
Cheetah? How did you get colors in your Ganesha? Mine is still all in black and white? Is there something I'm missing here?
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on May 17, 2010, 04:05:07 pm
I'm using the map editor for the screen shots :), well that and in game.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Seth on May 18, 2010, 09:53:51 pm
WTH is this Now?
[attachment=0:20ir602e]ERROR.jpg[/attachment:20ir602e]
HALP!
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on August 02, 2010, 11:32:14 pm
Quote from: "Seth"WTH is this Now?
Unfortunately, I don't have a clue... I'll try to look into it, though.

Quote from: "Cheetah"So I tried to import a texture and the program throw me a giant error and crashed. Has anyone successfully important new textures? I even tried an unedited png that I had just exported from a different map and it didn't work. I have attached the error message.
This bug was surprisingly hard to track down, yet incredibly simple. The next release, due out any day now, will include the fix.

The next release will also allow easy point-and-click editing of polygons' UV coordinates. Stay tuned!
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: Cheetah on August 03, 2010, 12:08:38 am
YESSSSSSSSSSS!!!!!!!!!!! Just in time for my summer break too :D.
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: LastingDawn on August 03, 2010, 10:17:02 pm
Oh... I like the sounds of these new edits!
Title: Re: Map Editor: Ganesha 0.57 Released
Post by: gomtuu on August 04, 2010, 12:44:16 pm
Version 0.60 is here! Download it at the Ganesha website:

http://gomtuu.org/fft/Ganesha/ (http://gomtuu.org/fft/Ganesha/)

Changes include:

See the instructions (http://gomtuu.org/fft/Ganesha/instructions.html) for information on how to use the new UV Coordinates window.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: LastingDawn on August 04, 2010, 01:00:52 pm
Looking good! Can't wait to try it out!
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Kokojo on August 18, 2010, 02:21:51 am
viewtopic.php?f=24&t=5728&p=119997#p119997 (http://ffhacktics.com/forum/viewtopic.php?f=24&t=5728&p=119997#p119997)

Gloating about what I did in about 3 hours.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 18, 2010, 02:02:35 pm
The update fixes the texture issue and I'm making some progress with textures with my map. I have to say though Gomtuu there are a few features I would like to see.

1) Copy paste of palettes and individual colors. It takes me about 10-15 minutes to do each row manually.
2) Copy paste of polygons. I often after multiple maps open at once just taking bits from other maps, and this would save so much time.
3) Rotating polygons by 45 degrees.
4) An automated feature to automatically have the U&V coordinates represent a size equal to that of a new polygon.
5) A similar quick adjust for UV coordinates like what you have for polygons.

It is going to take me forever to do the textures for my map, even if I end up not using anything original. Gives me a whole new appreciation for the graphics in this game, the textures most have been the hardest part for the creators too, they are just so amazingly detailed.

Regardless this program is still amazing and has to be the best custom map hacking tool on the net.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: LastingDawn on August 19, 2010, 01:44:39 am
As wonderful as this tool is, there is a surprisingly much more comprehensive tool for Zelda 64, called Utility of Time. I'm not sure if it would be Any help as a template. But if you have the time Gomtuu, you should look it up. There might be something in its design that might help you.

When it comes to PSX specifically... yes. Ganesha is By Far the best (and only I think...?) Map hacking tool.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 19, 2010, 07:04:40 pm
Wow I posted my concept for this map over a year ago, and am still using it as a base. Well texturing is hard with a completely custom map. I am doing a color concept sketch with different pieces from different maps, and then I find/make the same thing in the gray palette so that it can actually be used and put that into the maps texture file. Then you have to actually go to each polygon and reassign everything and mentally rotate and flip everything so that it is on the actual polygon. So all I have done with two days of work is a 7th of the ground floor... Even though I'm bitching, it is still SO MUCH FUN!!! The level of control and detail is amazing, I'm looking through all the maps for textures and I'm like "oh that knot on the plank would look great on the chocobo stable" or "oh is that a puddle, that would be great to add so that I can have a mud terrain panel".

But I have a problem. I was under the impression that each standard polygon used a 20x20 pixel texture. However, I'm noticing that they are often assigned one pixel less per side, and that with all my careful laying out that an additional row/column of pixels is showing up even though it isn't in the coordinates I assigned it. There are a few reason this might be happening in my estimation:

1) So I'm not sure if this is something that ganesha is doing or if it is innate to the map building and I need to adjust.
2) There is also the possibility that Map2gl is causing the error because that is where I'm seeing the extra pixel and not in Ganesha.
3) So far I'm applying this stuff mostly on new polygons and perhaps some of the unknown values correct for this.

I haven't tested this in game yet, and that might answer more questions. Thoughts Gomtuu?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on August 19, 2010, 09:30:31 pm
Quote from: "Cheetah"But I have a problem. I was under the impression that each standard polygon used a 20x20 pixel texture. However, I'm noticing that they are often assigned one pixel less per side, and that with all my careful laying out that an additional row/column of pixels is showing up even though it isn't in the coordinates I assigned it.

Yeah, I noticed that too while I was working on the UV window. At first, I thought it was a bug in my code, but here's a comparison of Ganesha's 3D view, Ganesha's UV view, and an in-game screenshot from ePSXe 1.7.0.

[attachment=1:2prybft0]texture-accuracy.png[/attachment:2prybft0]
Notice how the right (red-blue) side of the water texture only includes one pixel of the dark (that is, dark when the palette is applied, but light when grayscale) border part of the texture... It seems wrong, but the in-game screenshot is the same way.

HOWEVER, now that I think about it, I'm pretty sure ePSXe is doing it wrong. I seem to remember reading that the PSX doesn't sample textures from the top-left corner of each texture pixel, it samples them from the center of each texture pixel instead. Imagine moving that UV polygon down by half of a texture pixel and to the right by half of a texture pixel. Then the border on each side would be 1.5 pixels wide. That's what map2gl is doing, if I remember correctly. I'd love it if someone verified this by playing the original game on a real Playstation 1. It would also be nice to know what the PS2, PS3, and PSP do. These screenshots are from the SW corner of MAP056 (http://www.ffhacktics.com/maps.php?id=56), if you can't tell. :)

This would also explain why the monastery's buttresses have that ugly blue fringe in ePSXe:

[attachment=0:2prybft0]texture-fringe.png[/attachment:2prybft0]
If that UV polygon was moved half a pixel down and to the right, then it wouldn't include that black stuff, which shows up blue in-game. And indeed, when I view this map in map2gl, I don't see those blue fringes. This seems like pretty good evidence that ePSXe is wrong. (And so is Ganesha.)

Here's what I would suggest: You probably can't go wrong doing what the original game designers did, so just make the right edge of your UV polygons 1 pixel left of where it seems like it should be, and make the bottom edge 1 pixel higher than it seems like it should be. This is because Ganesha displays every point in the UV polygon half a pixel too high and half a pixel too far to the left. Unfortunately, this means the default UV coordinates for new polygons created by Ganesha 0.60 and earlier are one pixel bigger than they should be in both dimensions...

I'll fix Ganesha so it creates new polygons properly, displays the textures properly in 3D, and displays the UV polygon properly in the UV window. It won't match up with ePSXe anymore, but it should be more correct.

Nice catch, Cheetah! Thanks!
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 20, 2010, 01:08:26 am
So specifically, which corners/sides am I decreasing by one pixel? Just because it is constantly changing depending on the rotation of the polygon.

Thanks for the quick and thorough answer as always though Gomtuu. I'm excited to be making real progress on my map again, though it is daunting and sooo time consuming. I need to be working on a different machine, emulating through Parallels on my iMac just isn't fast enough.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on August 20, 2010, 09:58:35 am
Quote from: "Cheetah"So specifically, which corners/sides am I decreasing by one pixel? Just because it is constantly changing depending on the rotation of the polygon.

Regardless of the orientation of the polygon, the right and bottom edges are the ones that need to be adjusted (for an exception, see the note below). Here's another image to show what I mean:

[attachment=0:1ghyrlmz]uv-shift.png[/attachment:1ghyrlmz]
Ganesha 0.60 displays the UV polygon as shown in the left side of the above image. It should (and the next version will) display it as shown in the right side of the image. Notice how the whole polygon is shifted down and to the right by half of a texture pixel. For the top and left edges of the polygon, this doesn't make much of a difference (again, see the note below for an exception), because even though a bit of the texture is being cut off, it's still showing at least part of the top row and left column of texture pixels. But for the right and bottom edges, there is a significant difference, because the texture now includes half a column of pixels on the right and half a row of pixels on the bottom that didn't seem to be included in the UV polygon on the left side of the image.

Exception: In the buttress image from my previous post, Ganesha 0.60 would have given you the impression that the texture would include some pixels from that black area at the top-left edge of the polygon, so if you were making a similar polygon, you might be inclined to move the blue point down one pixel and/or the green point right one pixel in order to avoid the black pixels, but this is not necessary because Ganesha is displaying those points incorrectly: the "real" position of those points (and the red one, too) is half a pixel down and to the right of what Ganesha is showing.

I hope this makes sense. And in the next version of Ganesha, you won't need to worry about it, because the UV window will more accurately show the texture area that the PSX would use.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 20, 2010, 09:04:26 pm
Well I understand the answer to my question, but I don't understand the exception at all. Bottom line though is that if I just subtract a pixel from the two edges you indicated, then it will all work out. Also, will making these adjustments mess things up when imported into a newer version of Ganesha, or is it all good?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on August 21, 2010, 12:35:12 pm
Quote from: "Cheetah"Bottom line though is that if I just subtract a pixel from the two edges you indicated, then it will all work out.
Most of the time, yes. The point of the exception was that, in some cases, the fact that Ganesha displays the UV polygon too far to the left and top by a half a pixel could also affect the left and top sides of the UV polygon. But this is relatively rare, and even if you get it wrong, the effect is small.

Quote from: "Cheetah"Also, will making these adjustments mess things up when imported into a newer version of Ganesha, or is it all good?
No, you should go ahead and make the adjustments to your polygons. The newer Ganesha won't change your UV data at all, it'll just represent it more accurately.

Speaking of accuracy, here's what I've found so far. The following all sample textures from the center of texture pixels:
I don't have an original PSX available to test it, but I'm willing to bet it would be in this first category, too.

Therefore, the following all sample textures incorrectly (from the top-left corner of texture pixels):
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 21, 2010, 01:24:58 pm
Wow those are some impressive findings, I bet the programmers of those emulators would appreciate hearing about this, it might clear up a lot of minor graphical glitches going on. Great work as always Gomtuu. I will keep making progress on my map and look forward to the new Ganesha.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on August 22, 2010, 09:48:52 pm
Quote from: "Cheetah"1) Copy paste of palettes and individual colors. It takes me about 10-15 minutes to do each row manually.
2) Copy paste of polygons. I often after multiple maps open at once just taking bits from other maps, and this would save so much time.
I'll look into adding copy/paste features, although I'm not sure how easy it would be to copy and paste between two separate instances of Ganesha...

Quote from: "Cheetah"3) Rotating polygons by 45 degrees.
45 degrees? Wouldn't you normally want to rotate polygons in 90-degree increments (around the Y axis) or by increments that correspond to slope angles (around the X and Z axes)?

Quote from: "Cheetah"4) An automated feature to automatically have the U&V coordinates represent a size equal to that of a new polygon.
5) A similar quick adjust for UV coordinates like what you have for polygons.
New polygons already start with an appropriately-sized UV polygon, don't they? (I mean, except for the bug we've been discussing, where they're one pixel too big in each dimension.) And while a quick-adjust feature might be useful, your question makes me wonder: Did you know you can click and drag the UV polygon? You can either click inside the polygon and drag the whole thing, or click and drag the individual points. You just have to zoom in first by rolling the mouse wheel up while the mouse pointer is over the UV window.

Quote from: "Cheetah"Wow those are some impressive findings, I bet the programmers of those emulators would appreciate hearing about this, it might clear up a lot of minor graphical glitches going on.
Yeah, that would be cool! I asked about it on the ePSXe forums, so we'll see. It seems unlikely to me that nobody would've figured this out before, though, given that coding a PSX emulator would take more technical knowledge than I have and that there are thousands of users to report graphical problems... Maybe there's some reason why emulators sample textures this way.

Quote from: "LastingDawn"As wonderful as this tool is, there is a surprisingly much more comprehensive tool for Zelda 64, called Utility of Time. I'm not sure if it would be Any help as a template. But if you have the time Gomtuu, you should look it up.
I took a quick look at a tutorial video on YouTube. You know, the basic design of the program, with the 3D area on the left and the editing panel on the right, is something I considered for Ganesha early on (since it's fairly common for 3D editors), but I assumed it would be hard to get the 3D stuff and the editing stuff in the same window, so I never tried it. I experimented with it this weekend, though, and it's easier than I thought. I've already added a menu bar with options for saving/loading map files, importing/exporting textures, adding polygons, etc. All the same functionality is still there, but it's all in menus so you don't have to remember keyboard shortcuts, which I think makes things easier.

[attachment=0:2wovzdfe]ganesha-menus.png[/attachment:2wovzdfe]
Now, I could make an editing panel on the right side of the main Ganesha window and move all the stuff from the pop-up windows into that panel (with tabs or something to make it all fit), but I'm not entirely sure that's an improvement. Keeping everything together in one window would make Ganesha easier to use, I guess, but you'd lose the flexibility of being able to move the windows around wherever you want and let them overlap if they don't quite fit on your screen...

What do you guys think?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: ffta707 on August 22, 2010, 10:05:19 pm
I think you should add it. It would be way more flexible. I like the idea of that.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 23, 2010, 01:50:22 pm
1 & 2) Well even if I had to move between maps to copy paste it would still likely be faster for most things.
3) This should relate to rotating the UV coordinates as well. For rotating the polygon though yeah, there are likely several different rotations and flips that would be nice. I think rotating by 45 degrees on the X, Y, and Z axis would cover all the main possibilities though right?
4) I have a few larger and odd shape polygons that have stretched textures. Maybe I created those polygons before Ganesha did this?
5) WHAT!? You already have that implemented? Man I should have at least tried. The quick move isn't quite as necessary then. A rotate and a flip would still be very useful though since the polygons don't always have the same orientation and the same texture is often used multiple times from different angles and orientations. Of course we can do this manually now, but doing the math in my head was hurting my brain.

More comments soon about your other thoughts.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: LastingDawn on August 23, 2010, 05:09:43 pm
I fully think you should add a drop down menu, it would make it much easier for the layman (me) to use, and increase versatility. I'm glad to see UoT helped in some small way.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 24, 2010, 02:51:04 pm
Well your fix was absolutely correct, everything is looking picture perfect in map2gl now! You were correct in that it was just the far right and bottom edge regardless of which coordinates where were, meaning you just take one pixel off the large U and V coordinates. It would be easy to make a quick correct button for polygons that were created with Ganesha, but since I'm pretty much the only person that has done any extensive map editing with lots of new polygons I wouldn't worry about it.

So yeah the dragging of the UV coordinates does work, but I'm running this so slowly that it isn't actually usable by me so I wasn't missing out on much. I still think a rotate feature and a +/-20 button would be even more useful than dragging.

I think restructuring Ganesha with more pull down menus might be nice instead of hot keys. It is fine now because you just press a hotkey and then you are in the area you want to be working in for a while and you don't switch between the different ones regularly, but like LD said it would make it more newb friendly.

Updated pic using the adjusted texture coordinates to display correctly. Notice the use of shadows in the far right, a lot of my custom texturing will be adjusting for shadows. This map will probably take another year for me to finish LOL.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on August 29, 2010, 10:17:11 pm
Thanks for the feedback, guys. I'm working on adding the editing panel I mentioned. Here's an early peek:

[attachment=0:2krbi1g8]edit-bar.png[/attachment:2krbi1g8]
It's going to take some time because GUI programming is slow work, but I think it'll make editing quite a bit easier. (Also, I apologize in advance: Metroid: Other M and Valkyria Chronicles 2 come out on Tuesday, and I'm visiting Michigan this weekend, all of which will slow me down. :( So I'm just waiting for the Panda3D developers to fix their wxPython package, and then I can distribute my much more convenient .P3D file!
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on August 30, 2010, 01:33:06 am
These additions are looking very very good. Ah man I forgot about VC2...I might not be working on the map quite as much either. I think VC is the only current gen RPG I have actually finished. Either way take your time, I'm pretty set for now, though copy/paste of stuff and a quick move +/- tool for textures would really speed things up.

You are probably right about just getting this running natively. I think I have done most of the hard part of installing this stuff so it should be pretty easy. I think using command lines is my main hang-up, but I should be able to figure it out. I have another PC machine that I might have to use more regularly for this map stuff.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Allec on September 06, 2010, 04:51:37 am
So, um... I have some questions, and they are probably stupid, and I don't know if this is the right place to be asking them, but after a while of searching I couldn't find options other than actually asking, so here I am. I used to view maps using the previous Map Viewer, but that was back in my old rig, ages ago. Well, since Ganesha is now available, I thought I'd give it a try, but upon installation, it doesn't really create a shortcut nor open up -- at all. I tried to open the "main.py" file manually (I do have Python installed), but it opens only for a short moment; same for all other .py files, so I'm at loss. My operational system is Windows 7.

There is another thing: I do have some map files left from my old HD, but far from all of them, and my Final Fantasy Tactics CD appears to be empty upon inspection. I'm pretty sure I could see the contents before.

I must be missing something, but I guess I am too stupid to see what. Thank you all in advance, and sorry if this is against the rules, but I just didn't have anywhere else to go. Well, maybe support board.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Kokojo on September 06, 2010, 01:25:18 pm
So far, I din't get the ''play ganesha'' button too.
I did a research for ''play ganesha'' and made a windows vista stikc-to-the-task-bar thing. Now when I click it it opens. I could not find another solution.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 06, 2010, 02:36:49 pm
Install worked fine for me, it was just in the "Programs" pull down selector.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Allec on September 06, 2010, 06:07:41 pm
Aaah, it seems I finally solved the problem!

I followed the little advice given by Kokojo, and a DOS window opened -- it gave me some (well, a lot of) errors, but the most prominent had to do with hardwire OpenGL or something, which I had to edit in the config.prc file. I did so, and now it works!

So, thank you. :) Now I just need to learn how to use it.

Is there a way to show the map's original colors, as show in-game, instead of black and white?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 06, 2010, 07:17:59 pm
No it is gray-scale for speed reasons I believe. I just edit in conjuction with map2gl, which displays everything perfectly.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Allec on September 06, 2010, 07:28:37 pm
Oh, bummer... you see, map2gl doesn't work here anymore. When I point to the .gns file, it simply closes itself without ever opening the map. No error message or anything. It closes too fast, so I can't see what appears in the command prompt.

I remember using it back in Windows XP. Do you think it has to do with compatibility, or something else?

EDIT: I managed to take a screen of the command prompt:

(http://img269.imageshack.us/img269/7250/errowahwah.png)

Hopefully it will help. I'm sorry for bringing so much trouble to you guys.

Oh, and sometimes two little happy faces appear:

(http://img830.imageshack.us/img830/3453/happf.png)

I have no idea why, and as you can see the error remains.

I just tried it on XP mode, and it didn't run. Same error, which got me very confused. Also, I managed to make the program stay open by opening the info and camera tabs, but the maps don't load. I wonder what those monolithic textures are, or this 'create_textures_separate' that seems to define the error? I tried opening the viewer.pyc file specified, but didn't find anything that seemed wrong -- not that I understand anything about code language, but this 'create_textures_separate' is there and on par with the other command lines. This error is giving me a headache. D:

EDIT 2: Ah, I did, I did it! I have no idea what I did, but I did it! Two days messing with this. ;_;
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: ffta707 on September 08, 2010, 08:52:03 pm
@ Allec: What OS are you currently using. Not sure, but it may have to do with having a 64 bit version of windows. Although I think I've used it on my windows before, which is x64.

P.S. Why is your font blue? I would suggest using black font, since it's easier for us to see. But it doesn't matter.

EDIT: I didn't see the "EDIT 2" at the bottom. My mistake and I'm glad you figured it out.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Allec on September 08, 2010, 09:03:04 pm
I use blue in all forums I'm part of, but I guess it is a little harder to read here, huh? Sorry about that.

I'm glad for your post, even if it was a little bit late.

For the sake of the people who might get this error later, I think it might have to do with OpenGL, as I noticed ATI Catalyst was open by the time it worked. I really have no idea why it didn't work before, though.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: ffta707 on September 08, 2010, 09:10:35 pm
Well, if you like blue, by all means go for it! I for sure don't mind it. I just don't know how the forum likes it.

Anyways, I'm guessing your PC has fairly good specs, so I won't carry on about this any more.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Allec on September 08, 2010, 09:32:29 pm
I like blue, but black ain't bad, heh.

In all seriousness, though, I'm really glad it worked. I can't start my LP without it.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 09, 2010, 02:49:44 am
Wow okay so I have it running natively through the source Gomtuu and it is running at lighting speed, I feel so dump for not doing this earlier. I'm not able to zoom in on the texture area though and it isn't letting me drag it even though it is running super fast? I don't know if it is because of my magic mouse or what.

PS: I'm about to finish off April, how bout you Gomtuu?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on September 09, 2010, 08:14:41 pm
Glad you guys got it working!

Quote from: "Cheetah"Wow okay so I have it running natively through the source Gomtuu and it is running at lighting speed, I feel so dump for not doing this earlier.
:) I'm still working on March. I didn't get to play much this weekend because of my trip. I did pick raspberries and get some fresh donuts and cider from a local cider mill, though!
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 09, 2010, 09:16:04 pm
I am very patient, though in this case it wasn't really an asset.

I tried some different stuff and the zoom on the UV coordinates screen isn't working. Zoom on the map as a whole is working though, so that makes it a bit more odd. How you have things configured now has been working fine on VM with the same mouse, so I don't know what could be different.

Can anyone confirm that they are able to drag UV coordinates, because at this point I haven't seen it work?

VCII rules, I love the character specific missions. Especially Reiner's.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Xifanie on September 17, 2010, 01:56:33 pm
Progress:
[attachment=3:3ghc8p9f]SCUS_942.21_17092010_191239_0546.png[/attachment:3ghc8p9f][attachment=4:3ghc8p9f]SCUS_942.21_17092010_191235_0312.png[/attachment:3ghc8p9f][attachment=5:3ghc8p9f]SCUS_942.21_17092010_191224_0796.png[/attachment:3ghc8p9f]

Whoever...

[attachment=2:3ghc8p9f]SCUS_942.21_17092010_191509_0015.png[/attachment:3ghc8p9f]
My black polygons are overlapping on the tiles on the back for some reason...

[attachment=1:3ghc8p9f]SCUS_942.21_17092010_191521_0406.png[/attachment:3ghc8p9f]
I can't seem to manage preventing those black polygons from showing up (one on each side)

Anyone has any idea of what's going on? Because other than that, the map is pretty much completed.

Also, I can't open the map in the map viewer.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 20, 2010, 04:23:44 pm
This is looking good Zodiac, I will take a look at it and see if there is anything I can do. Will it still fit in it's original position or do we need to move the ISO around to make room?
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Xifanie on September 20, 2010, 04:49:02 pm
MAP_098.7 needs more space; 2 sectors I think.
IIRC only .6 and .7 were modified.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on September 21, 2010, 01:01:48 pm
Looks nice, Zodiac!

I don't know why it's not opening in map2gl (I can't test it right now), but there's a section about those black polygons in the Ganesha documentation (http://gomtuu.org/fft/Ganesha/instructions.html). Basically, it seems the black polygons are always drawn after the textured polygons, so even if a black polygon is behind a textured polygon, it'll cover up the textured polygon.

You should be able to get around this with the "Invisible from" checkboxes. For the black polygon(s) that shouldn't be showing in your last image (the one with "0.5h" in it), I think you'll want the ESE and SE boxes checked, and maybe SSE too. That will hide the polygon(s) when viewed from those angles (i.e. when the camera is ESE, SE, or SSE of the center of the map). You won't be able to see your changes in Ganesha, but in map2gl and in the game, the polygon should disappear when viewed from those angles. If you want to get a better feel for this, try messing with the checkboxes for a polygon that's normally always visible, like a flat horizontal polygon on a flat map.

In the game, the four two-letter directions (NW, NE, SW, SE) are used when the camera is not rotating (i.e. most of the time), and the eight three-letter directions are used while the camera is rotating. I don't know what ?0, ?1, ?14, and ?15 do, but ?0 is normally checked and the others are not.

I think Ganesha 0.60 and earlier have some of the checkboxes in the wrong place. This shouldn't hurt anything, but it'll make it more confusing when you're trying to find the one you want. They're still labeled correctly, they're just not arranged correctly in relationship to each other.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Cheetah on September 21, 2010, 01:35:01 pm
Oh I get what you are saying Gomtuu. That black polygon is just the black bit of the road sticking out the back of the map, which just happens to be right behind that part of the wall. So making it invisible from this angle will eliminate the problem.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Xifanie on September 21, 2010, 04:41:29 pm
Yes, but the checkbox order made me stuck; I didn't know what was the problem as I couldn't find the right angles to hide.
It would be great if ganesha had another "view" mode for this kind of thing.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: deyama on September 24, 2010, 12:55:11 pm
Hello, everyone! I'm new to this commnity and hope someday I'll have an opportunity to contribute, but for now just wanted to say that you're doing a great thing here!

As for Ganesha, there is some error that prevents me from outputting PNG's... I just press O, browse the directory to put the file in and that's what I get ...

(http://img251.imageshack.us/img251/9218/ganeshag.png)

then it just shuts, when I press Enter.
Looked through the whole thread but seems like noone had encounered such an error before. Please forgive me if my question's stupid or something
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on September 24, 2010, 11:39:23 pm
Quote from: "deyama"As for Ganesha, there is some error that prevents me from outputting PNG's... I just press O, browse the directory to put the file in and that's what I get ...
Thanks for the bug report. I haven't seen that bug before, but I think I know what's causing it. It's weird that nobody else seems to have encountered it... I can't think of a reason why that part of the program would work differently on different computers.

I don't know when the next Ganesha release will be, but if you're feeling adventurous, I can give you some instructions that might fix this error. It would involve editing just a few lines of C:\Program Files\ganesha-0.60\game\ganesha\world.py. You'd need to use an editor that understands Unix-style line endings (e.g. Notepad++, not regular Notepad). Let me know if you want to try it.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: deyama on September 24, 2010, 11:50:30 pm
Thanks for the soon answer, gomtuu! I'm still a dummy in coding (in fact has just began studying VB 6.0), but I think I want to try. So that I could make it run as soon as possible. Hope there's nothing too complicated and I can handle it ^__^
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on September 25, 2010, 12:09:47 am
Come to think of it, it's much easier if I just post a patched world.py file. Just download this file, unzip it, and replace C:\Program Files\ganesha-0.60\game\ganesha\world.py with the unzipped world.py file. That should fix it, but let me know if it doesn't.
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: deyama on September 25, 2010, 12:48:42 am
Sorry for bothering, but it doesn't T__T But the error message has changed to:

(http://img638.imageshack.us/img638/6250/ganesha.png)
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: gomtuu on September 25, 2010, 09:16:45 am
Quote from: "deyama"Sorry for bothering, but it doesn't T__T But the error message has changed to:

What are you trying to use as the filename? From the error message, it sounds like you're using characters that aren't on this chart (http://academic.evergreen.edu/projects/biophysics/technotes/program/ascii_std.htm) in the filename... I suppose Ganesha should support Unicode or something for filenames, but for now, can you try using only standard ASCII characters (http://academic.evergreen.edu/projects/biophysics/technotes/program/ascii_std.htm) (or, more simply: just alphanumerics, underscore, and period)?

If you're already using standard ASCII characters, then that's a different story...
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: deyama on September 25, 2010, 10:45:33 am
Yeah! The problem was solved!

I was pretty sure I'm using ASCII characters such as english letters or the default name that Ganesha gives to an export file (like "MAP025.7.png"), but you see, I was saving png's to the desktop, and as my path contained cyrillic characters Ganesha kept giving the error! Thank you, now it's working ^__^

And... there's a problem with map2gl as well. I'm using an executable version, so it needs no python library installed, right? But as I browse to a .GNS file it just closes. I think there something written in the command line, but it closes so fast, that there's no way I can screenshot it...  I think this problem is similar to what Allec wrote some posts earlier, but as he never found out what was realy causing map2gl to shut... I'm really very sorry for being a nuisance but is there something I can try to make it work? I know map2gl is discontinued, but as for now it's the only tool to display maps as they appear in game? (Ganesha displaying those in greyscale...)

EDIT: Sorry, now it's working. All a had to do was to run it from a CD or a virtual drive, but not from a local drive
EDIT2: Can run it from local drive as long as the other folders like "BATTLE", "WORLD" and so on are in the same folder. Seems like it's not just "MAPS" folder needed
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Kurosabes on June 22, 2016, 01:46:43 am
The program crashes in MAP036 upon selecting terrain (1,1) in Terrain Mode. This is what appears:

(https://images-1.discordapp.net/.eJwNyMsNwyAMANBdGAATU37ZBhFEoiY2Akc9VN29OT3pfdU9TrWqXaTPFWA7ZuGx6Sk8cqu6Mbez5n5MXfiCLJLLflWSCUtCh5jwMaUUrfVPOfOKIVgTjF-iRwc3vYk_pDs19fsDCbsi7g.FKoevJcrmHDB4JbUB118Mcw78yM.png)
Title: Re: Map Editor: Ganesha 0.60 Released
Post by: Twinees on June 24, 2016, 03:06:18 pm
Hi White Knight Wiegraf,
Sorry for the late reply, I only just noticed your problem! (Might not want to bump a 6 year old thread next time though! :P)

I ran some tests and I also came across your issue, that particular tile reads as a 'None' value (hence why its saying it should expect a type of 'int'). I found the code mentioned and managed to brute force the slope type to Flat 0 for that particular tile (1,1) (which is what it should be?). Please check your private messages for the fixed version.

Hope this helped!