Jump to content

Photo

copy and paste a whole map


  • Please log in to reply
26 replies to this topic

#16 ywkls

ywkls

    Master

  • Members

Posted 17 August 2015 - 08:21 AM

Is there a way to use "replace all" for a whole map instead for only one screen? Would be nice to copy a map with another comboset and than just replace the now wrong combos with the right ones.

 

You could always open up the combo page in the new quest after importing the map, then copy the desired combo and swap it with the incorrect combo. When I was translating some screens from the Pure Tileset to the Dance of Remembrance (Hybrid) tileset, I did something similar. Of course. the more things you have to switch around and the more screens you have to edit; the greater chance there is of having something look wrong.

 

To me, this feature has a few major bonuses.

 

1. You can completely copy a map, so if you want to change the palette of a whole map (for different times of day, weather, seasons) it is fairly easy to do so. This also allows you to easily set up entire maps that are used as layers by other maps.

2. You can transfer maps between quests, even in different tilesets. Even if the combo order is wrong, the two screens will look at least remotely similar and if you remember what the original looked like; changing it is feasible.

3. You can create alternate versions of an existing map, like if you want to have 'past' and 'present' versions or a Dark World.

 

There are a lot of things that you can transfer between quests this way. In fact, I'd recommend backing up anything that you want to retain in any quest you make by selecting 'File' then 'Export' and exporting whatever you want to transfer or make sure doesn't accidentally get erased.

 

Unfortunately, there are still some things (items, midis, sfx) which can't be saved this way. For midis and sfx, I'd recommend creating a separate folder for all of the unique ones in any quest and saving them all there so they can be easily incorporated into any quest that you make.


Edited by ywkls, 17 August 2015 - 08:23 AM.


#17 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 17 August 2015 - 08:34 AM

You could always open up the combo page in the new quest after importing the map, then copy the desired combo and swap it with the incorrect combo. When I was translating some screens from the Pure Tileset to the Dance of Remembrance (Hybrid) tileset, I did something similar. Of course. the more things you have to switch around and the more screens you have to edit; the greater chance there is of having something look wrong.

 

To me, this feature has a few major bonuses.

 

1. You can completely copy a map, so if you want to change the palette of a whole map (for different times of day, weather, seasons) it is fairly easy to do so. This also allows you to easily set up entire maps that are used as layers by other maps.

2. You can transfer maps between quests, even in different tilesets. Even if the combo order is wrong, the two screens will look at least remotely similar and if you remember what the original looked like; changing it is feasible.

3. You can create alternate versions of an existing map, like if you want to have 'past' and 'present' versions or a Dark World.

 

There are a lot of things that you can transfer between quests this way. In fact, I'd recommend backing up anything that you want to retain in any quest you make by selecting 'File' then 'Export' and exporting whatever you want to transfer or make sure doesn't accidentally get erased.

 

Unfortunately, there are still some things (items, midis, sfx) which can't be saved this way. For midis and sfx, I'd recommend creating a separate folder for all of the unique ones in any quest and saving them all there so they can be easily incorporated into any quest that you make.

 

I make duplicate maps, in working quest projects, so that if I want to do any radical changes, I can use the old one as a base, and change it, as a different map number; thus not breaking alpha releases for testers. When the revised map is done, I copy it back over the older, now disused map.



#18 Naru

Naru

    Magus

  • Members

Posted 07 September 2015 - 01:47 PM

What are the differences between the three options if I import a map (2.50.1) ?

#19 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 08 September 2015 - 01:02 PM

It's been a while, but I believe it works as follows, if you import a map, over an existing map.

 

Total Copy: All screens on the destination map will be replaced.

Prefer Original: Screens on the destination map, that also exist on the imported map, will not be replaced.

Prefer Import: As 'Total Copy', but will not make screens blank on the destination map, that are blank on the import.


  • Jared and Naru like this

#20 FalsePower

FalsePower

    Hero of the space-time continuum

  • Members
  • Real Name:Sahasrahla
  • Location:Lake Hylia

Posted 09 September 2015 - 11:53 PM

I'm kind of having a problem that is similar to this.

I realized just now after it's much too late that I need to move all my screens in a dungeon up by one screen. So I copied and pasted all of them to the proper location (I made another save before I did this). Now all the screens are assigned to the layer a screen below. That's obviously not going to work out very well if I need to change something on the screen or whatever.

Is there a way to move a screen and have the layers changed to another location without having to redraw the whole thing?



#21 Timelord

Timelord

    The Timelord

  • Banned
  • Location:Prydon Academy

Posted 10 September 2015 - 08:00 AM

In ZQuy

 

I'm kind of having a problem that is similar to this.

I realized just now after it's much too late that I need to move all my screens in a dungeon up by one screen. So I copied and pasted all of them to the proper location (I made another save before I did this). Now all the screens are assigned to the layer a screen below. That's obviously not going to work out very well if I need to change something on the screen or whatever.

Is there a way to move a screen and have the layers changed to another location without having to redraw the whole thing?

 

In ZQuest, c and v copy, and paste individual screens; if that helps.  Layer assignment is unfortunately, not self-intelligent (i.e. auto-updating/adjusting), and thus, you must manually correct layer map/screen IDs.

 

If you copy the screens with the layer combos to another map, you can then go in and assign new map/screen IDs for them, in Screen->Layers.


Edited by ZoriaRPG, 10 September 2015 - 08:02 AM.


#22 ywkls

ywkls

    Master

  • Members

Posted 10 September 2015 - 09:23 AM

There's also a way to copy layers, enemies, secret combos, guys/strings, palettes, under combos, warps, warp return points, screen data and room type data. Whenever you copy any screen normally, you can go the the edit menu and go down to Paste Spec. This means that if you move a screen with layers already established, you can  easily transfer them to a new screen.



#23 FalsePower

FalsePower

    Hero of the space-time continuum

  • Members
  • Real Name:Sahasrahla
  • Location:Lake Hylia

Posted 10 September 2015 - 11:19 AM

If I'm understanding correctly, I think what you guys are describing is pretty much what I've already done when I copied and pasted the screens up by one screen.
Let's say I move screen 27 to 37. The layers on 37 still say they are mapped to screen 27. If I try to change them to 37 by going to Screen->Layers, they appear blank when changed like that.



#24 coolgamer012345

coolgamer012345

    🔸

  • Members
  • Location:Indiana, USA

Posted 10 September 2015 - 11:30 AM

If I'm understanding correctly, I think what you guys are describing is pretty much what I've already done when I copied and pasted the screens up by one screen.
Let's say I move screen 27 to 37. The layers on 37 still say they are mapped to screen 27. If I try to change them to 37 by going to Screen->Layers, they appear blank when changed like that.

I've had that exact same problem. Sadly, I don't believe there's actually a way to 'fix' that other than copy/pasting the layer screens to the new position.


Edited by Coolgamer012345, 10 September 2015 - 11:30 AM.

  • FalsePower likes this

#25 FalsePower

FalsePower

    Hero of the space-time continuum

  • Members
  • Real Name:Sahasrahla
  • Location:Lake Hylia

Posted 10 September 2015 - 11:48 AM

Okay, I feel like dunce.
I wasn't thinking to go to the maps where I had the layers and copy those. So if anyone reads this in the future and is confused:
Suppose your layer 1 is on map 15, layer 2 is on map 16, etc. Go to map 15, copy that screen and go to the new screen you're trying to create and paste it there on map 15. Then go to map 16, copy layer 2, go back to your new screen on its new layer 2 and paste it there. It's tedious, but it works.

/my problem



#26 ywkls

ywkls

    Master

  • Members

Posted 10 September 2015 - 03:30 PM

A little-known fact (at least, I wasn't aware of this until just recently) but when editing layers for a screen where they're already set up, you can click on a tab that appears at the bottom of the screen they're acting as a layer for that shows the screen number being used as that layer and edit the screen where the layer is directly. What you'll see when you do this is what the screen will look like when you play it, so you may want to temporarily make any layers you're editing this way transparent until you finish setting it up so you can tell what is on what layer.

 

Whenever you copy layers via the command Paste Spec, then Layers; all layers on the copied screen are pasted to the new screen regardless of what screen those layers are actually on. This can be done any time whenever you copy screens.

 

Another feature (and one that makes setting up a map exclusively for layers a good idea) is to set up the map number in the Screen, Layers tab for that screen; then click Auto. This makes every corresponding screen number for a particular map reference the map of your choice for that layer.

 

So, you could conceivably create an entire overworld on map 1 without layers, copy that map by exporting it; then importing it to another map (say 5). Then go back to map 1 and use Auto to set map 5 to be used for layer 3. Every screen on Map 1 would now have a layer set up on layer three, to the corresponding screen on map 5. (Note that if there is no screen on map 1 at a particular location, the corresponding screen on map 5 will be blank but still be created.)

 

It should also be noted when setting up layers that solidity is (mostly) obeyed on layers 1 and 2 and ignored on all other layers.


  • FalsePower likes this

#27 Naru

Naru

    Magus

  • Members

Posted 12 September 2015 - 04:55 AM

A few things useful to move maps from on Z-Quest to another, that helped me a lot.
- Moving Tiles and Combos takes all information of this Tile/Combo into Account (means if you move Combo 5 to Combo 6, all combos that used Combo 5 will now use Combo 6.) I used copy/paste and copy/swap to rearrange my combos mostly and it was a lot of work to change the combos on the screens afterwards... Also by Moving your combos to the position of another Tileset, you can even move your map to this tileset, though this takes a bit of time.
- If you use multiple layers for a dungeon that exist in two versions, it often helps to use the same layers for both and use the free screens on the map as the layers that are different for both maps.
- If you have problems with walkable water and such below a net, just go to screen data, set underlayers and place everything to be below the net to not interact onto these layers. For example flooded areas, instead to overpaste (o in tile editor) the wave effects onto the combos meant to be flooded, place the flooded area in a blue palette onto underlayers and draw the waveeffects above them on layer 0. Also by clicking the x next to the layer buttons ywkls mentioned before makes the layer invisible, what is especially important for underlayers since these go also invisible if you make Layer 0 invisible.
- if you add new combos that were on the quest you imported the map from, it is most likely helpful to copy-paste one combo with all needed informations (flipped, other cset, animation-frames, flags, ...) with a tile of the same tilepage and than just change the tile instead changing the flags and such for each combo.

I hope these tips are not completly out of topic, of course if you have further/similiar tips I would be happy to know.


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users