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changing map 0,0 tile

PostPosted: Wed Nov 21, 2012 10:44 pm
by ramuller
Is there a tool for changing the location of the origin tile (tile_0_0) in a given map directory (for ender's at least)? I did it by hand for a 117 tile map (the one that tracked my last session before finding my current home); however, I don't think I want to do that again any time soon.

Re: changing map 0,0 tile

PostPosted: Wed Nov 21, 2012 11:07 pm
by imrielle
Someone on the Paradox forums said that this tool: http://sourceforge.net/projects/hnhmapoffset/files/ for Haven and Hearth works for Salem's, as well. I can't find the thread, but luckily I bookmarked the SourceForge page for future reference.

Re: changing map 0,0 tile

PostPosted: Thu Nov 22, 2012 8:11 am
by ramuller
imrielle wrote:Someone on the Paradox forums said that this tool: http://sourceforge.net/projects/hnhmapoffset/files/ for Haven and Hearth works for Salem's, as well. I can't find the thread, but luckily I bookmarked the SourceForge page for future reference.

Thanks

Re: changing map 0,0 tile

PostPosted: Sat Nov 24, 2012 7:23 am
by ramuller
I realize that I may have offended the Salem gods by actually reading the documentation for the Salem Map Tool; however, it turns out that the export command can be coerced into changing the home tile by ctrl clicking on the new tile 0 0 before exporting.

Re: changing map 0,0 tile

PostPosted: Sat Nov 24, 2012 11:12 am
by imrielle
Ahh, I thought you were after something to change tile numbers and add them to a larger, un-linked map (I've been doing this myself, for an 8k+ tile merged map of Plymouth. Some areas of it do not touch any of the rest yet so... doing some location magic to figure out where they go, since http://ad.lylay.com/hts/smap.html doesn't seem to be getting updated and some locations in mine do not exist on that map.).