changing map 0,0 tile

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changing map 0,0 tile

Postby ramuller » Wed Nov 21, 2012 10:44 pm

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.
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Re: changing map 0,0 tile

Postby imrielle » Wed Nov 21, 2012 11:07 pm

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.
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Re: changing map 0,0 tile

Postby ramuller » Thu Nov 22, 2012 8:11 am

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.

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Re: changing map 0,0 tile

Postby ramuller » Sat Nov 24, 2012 7:23 am

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.
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Re: changing map 0,0 tile

Postby imrielle » Sat Nov 24, 2012 11:12 am

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.).
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