FOnline 2

Development => Tasks => Topic started by: skycast on November 18, 2013, 13:27

Title: Fonline 2 Mapper
Post by: skycast on November 18, 2013, 13:27
Mapper download link (https://drive.google.com/open?id=0BwKT3BTIWApPZVYxQXB6cEY3NDg)

Installation:

Update client


Place here you will find new sceneries etc.
(https://www.dropbox.com/s/2mnaun9erd78fgt/Obraz%20238.png?dl=1)

Proper wall graphics which should be used. (walls_new)
(http://i59.tinypic.com/dbjps7.jpg)


small manual
To load a saved map, type "~<map name>" in the console.
TO save a map, type "^<map name> [/text] [/nopack]". "/text" to save it in text format, "/nopack" to save it in unpacked version.

Other commands, preceded with "*":
 new      create a new map;
 unload      unload the current map;
 scripts   list of scripts;
 size <w> <h>   set a new map size;
 dupl      search for items with the same pids, placed on the same hexes;
 scroll      search for scroll blockes, around which there are less than two other scroll blockers;
 pidpos <pid>   search for all items with a given pid;
 hex <hx> <hy>   search for all objects on a given hex.

To run a script function, use "#". Executed function must be of prototype "string FuncName(string)", string argument is passed from a console, and function results will be displayed in the message box. Default module is "main", to execute a function from another module use "@" (for example, "#module@MyFunc").
Example:
In console, "#MyFunc Hello wo";
In script, "string MyFunc(string my) { return my + "rld!"; }";
Result in the message box: "Result: Hello world!".

Scripts are placed in the "/data" directory. List of loaded scripts is in scripts.cfg. The main script is mapper_main.fos, which contains all reserved functions, and basic list of API functions.

The mapper does not support FO and FO2 map formats, as well as older FOnline map formats.

On the main panel, there is a range of buttons that group the objects by their type.
Below these buttons, there's a panel with buttons toggling the display of items in the map view.
On the right, there are buttons that determine which objects will be selected by clicking and dragging the mouse.
Other buttons:
Fast - displays list of often used items;
Ign - Ignore, shows ignored objects that are not rendered on the map;
Inv - Inventory, shows objects inside a container or inside critters' inventory;
Lst - List, shows all loaded maps and allows to switch between them.

Upon selecting an object, an option window will appear allowing to edit some of it's properties (marked green; white are not editable).
To add an object to Ignored objects list, click it with Ctrl on the object selection panel.
To add an object to the container or inventory, click it with Alt on the object selection panel.
To put an object in a critter's slot, click the item in it's inventory with Shift.

To apply a change in the object properties window to a range of selected objects (of the same type), click To All button.

To remove selected object(s), press Del.

To change direction of a critter, use middle mouse button.

To add a range of objects to already selected objects, hold Ctrl.

To change zoom, use mouse wheel.

To speed up scrolling of objects in the panel, use the following:
Shift - one page,
Ctrl - 100 elements,
Alt - 1000 elements.

To play animation of a selected critter, use "@" command with codes of desired animations. For instance, to play animations of movement, and then using, type "@abal" (case is ignored, as well as whitespaces). If no critter is selected, all critters on the map will play the animation. For information on animation codes, see http://modguide.nma-fallout.com/#Graphics011

To move a critter, hold down Shift and click the desired position.

Hotkeys:
F1: Enable/Disable display of items.
F2: Enable/Disable display of sceneries.
F3: Enable/Disable display of walls.
F4: Enable/Disable display of critter.
F5: Enable/Disable display of tiles.
F6: Enable/Disable display of frequently used objects.
F7: Hide/Show the main panel.
Shift + F7: Fix the position of the main panel (enabled by default).
F8: Enable/Disable scrolling with mouse.
F9: Hide/Show the object properties window.
Shift + F9: Fix the position of the object properties window (disabled by default).
F11: Set rain.
Shift + Escape: Exit the mapper.
Del: Delete the selected objects.
Ctrl + X: Cut objects.
Ctrl + C: Copy objects.
Ctrl + V: Paste objects.
Ctrl + A: Select all.
Ctrl + S: Enable/Disable ignoring of scroll blockers.
Ctrl + B: Show impassable hexes. Red are impassable, and not shootable through. Green are impassable, shootable through.
Ctrl + M: Display NPC information over their heads (this has few modes of display).
Ctrl + L: Save the log to a txt file.
Tab: Change the type of objects selection (diamond or rectangle).
+: Change time by 1 hour.
-: Change time by -1 hour.

Special Entires:
0 - default;
240 - starting position for a player who logged for a first time;
241 - starting position for players on a map with NoLogOff flag.
242 - replication.
243 - car entry point.
245 - vertibird entry point.
246 - boat entry point.

So if someone will provide good maps, we for sure will implement them fast and reward autor ;)
Title: Re: Fonline 2 Mapper
Post by: Trickster on November 18, 2013, 14:10
Cool! I remember playing with original mapper 10 years ago or so.

Did much changed since that version? Is there any resource to get the know-how?
Title: Re: Fonline 2 Mapper
Post by: skycast on November 18, 2013, 14:12
Cool! I remember playing with original mapper 10 years ago or so.

Did much changed since that version? Is there any resource to get the know-how?
There is help pdf file inside mapper folder with some basics.
Also there is topic with some help http://forum.fonline2.com/index.php?topic=2423.0
Title: Re: Fonline 2 Mapper
Post by: zuhardu on November 18, 2013, 15:13
Cool!

I have a busy schedule at work and a lot of deadlines so I can't play with it at the moment. But, in the future, I will learn to work with this little bastard and hopefully provide some maps for you guys.
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on November 18, 2013, 15:33
May i ask why can't we put into a complied file like 2388 did here:http://fo2238.fodev.net/source/ .
I'll try it out once i try to get it to work. Still waiting for dialouge editor but this is good news too.
So excited!!!!!!!! ;D
Title: Re: Fonline 2 Mapper
Post by: Realism on November 19, 2013, 01:49
if someone will provide good maps
You should probably start from existing ones, just in case you don't know exactly what maps do you need... if any.
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on November 19, 2013, 19:33
The command "!" and <<!>> does not work when I try to create a map.
Title: Re: Fonline 2 Mapper
Post by: skycast on November 19, 2013, 19:51
The command "!" and <<!>> does not work when I try to create a map.
Hmm, looks like sdk mapper help is outdated, command for new map in *new
I add some 2238 manual under spoiler.
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on November 19, 2013, 20:05
Thank you it works now. ;D
p.s You need to change this on the english pdf. The polish version say *new .
Title: Re: Fonline 2 Mapper
Post by: Trickster on November 20, 2013, 20:09
1.
is there any way to bookmark particular items? I have an idea of dark, grim alleyway in Boneyard area. I already found where are the scenery objects I'd like to use but it's so timeconsuming to scroll between them. Several are in the beggining of "generic" group while other are in the middle. I know about ALT and CTRL keys but is there any other way?

For example the group I like starts at object 2243 - is there any way to quickly navigate to it without scrolling?

2.
How can I display a list of existing maps to open? Judging from the documentation it should be possible to open an existing map, copy particularly comples section (like Navarro hangar roof) and paste it in another project.
Title: Re: Fonline 2 Mapper
Post by: Realism on November 21, 2013, 17:36
1.is there any way to bookmark particular items?
1. Go to mapper/data/scripts/ folder, rename file "MAPPER_mapper_main.fosp" to "mapper_main.fos" and open it with any text editor.
2. Find InitializeTabs() function. Here you can add a tab with items you want like this:
Code: [Select]
pids.resize(0);
pids.insertLast(123);
pids.insertLast(321);
pids.insertLast(555);
TabSetItemPids((8),"My Tab", pids);

2. How can I display a list of existing maps to open?
1. Run mapper.
2. Open some maps.
3. Find "Map" button.
Title: Re: Fonline 2 Mapper
Post by: Trickster on November 21, 2013, 17:53
@Realism
Thank you very much for the reply. As for the second part I may not express the problem accurately enough.

I'd like to know how to open an existing map. For example some desert encounter to use ground tiles as a template for a desert shack I want to create.
I am using mapper Skycast posted. I don't have SDK nor do I have any experience using it. I just would like to open a list of Fonline maps (those already created) and pick one to edit. Is it possible? In the meantime I am downloading SDK from Fodev.net.
Title: Re: Fonline 2 Mapper
Post by: Realism on November 21, 2013, 18:13
Yes, maps wasn't provided, so you have nothing to open. Just download SDK, you'll find existing maps there.

For example some desert encounter to use ground tiles as a template for a desert shack I want to create.
I recommend to not to copy/paste desert tiles. Since everybody do it we have same pattern on most desert maps.  :)

This could help you.
 
Title: Re: Fonline 2 Mapper
Post by: Trickster on November 22, 2013, 22:42
Thanks for your advice Realism.

Here's another question:

Currently scenery objects in my mapper are arranged into categories like this:
(http://i1322.photobucket.com/albums/u576/MrSarcastic1/mapper1_zps9b7b461f.jpg) (http://s1322.photobucket.com/user/MrSarcastic1/media/mapper1_zps9b7b461f.jpg.html)

It's very cool but far from being complete as only 900 items are categorized. To get any of the rest I must dig down to "All" category which is extremely tedious.
I guess it would immensely speed up work for all Mappers if all items were categorized - is there any ay to do it? I don't mind spending few hours doing that and posting my work for everyone to use it. Just gimme know-how : )

And is it too much to ask for a simple CTRL+Z feature? : )
Title: Re: Fonline 2 Mapper
Post by: Pepik on November 25, 2013, 00:20
Mapper is really cool.
It takes my one hour to make my first small (uncomplete) map  :).
Spoiler
(http://www.fce.vutbr.cz/STM/martinasek.j/mapper.jpg)
Title: Re: Fonline 2 Mapper
Post by: UltraRapidFire on November 25, 2013, 07:49
Any specific type of map your looking for  ???
Title: Re: Fonline 2 Mapper
Post by: skycast on November 25, 2013, 08:37
Any specific type of map your looking for  ???
It can be encounter map or some base, or map for special encounter, so no limits here. Only one requirement it is map size, it must at least fit HD resolution 1920x1080.
Title: Re: Fonline 2 Mapper
Post by: Duke on November 25, 2013, 14:30
A kind of tunnel entrance i made earlier.
(http://i.imgur.com/8tYiGLZ.png)
http://bayfiles.net/file/10BtT/UchWng/tunnelport.fomap
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on November 25, 2013, 17:49
Nice map Duke. ;D
Title: Re: Fonline 2 Mapper
Post by: Duke on November 28, 2013, 14:21
Thanks, vaultloner!:)

I have a question: is it possible to copypaste map elements/prefabs from file to file? For example, complete buldings, tree groups, roads?
Title: Re: Fonline 2 Mapper
Post by: skycast on November 28, 2013, 14:37
I have a question: is it possible to copypaste map elements/prefabs from file to file? For example, complete buldings, tree groups, roads?
Just copy/paste, make sure that needed types selected - item,wll,tile,scen,crit,roof.
Ctrl+c,Ctrl+v
Title: Re: Fonline 2 Mapper
Post by: Duke on November 28, 2013, 15:05
I mean, from one open mapper instance to another mapper instance. For example, i wanted to copy the gas station building to a desert map.
I selected the walls, scenery, roof and tiles, hit ctrl+c and opened a desert map in another window, then, hit ctrl+v.
Nothing was pasted.
Then, thanks to your tutorial, skycast, i saw that map files could be saved as text. So, i guessed it was some kind of *.ini file and opened it in Wordpad.
So i could workaround it by pasting the tile and object entries in another *.fomap file and save it.
(http://i.imgur.com/G0YijJS.png)

Sadly, the tiles i copied previously are hidden beneath the original tiles of the desert.
But i guess there must be a easier and more elegant method...
Title: Re: Fonline 2 Mapper
Post by: skycast on November 28, 2013, 15:17
You cant copy between mapper  instances but you can inside one mapper, open source file, select and copy needed objects, than just open target map and paste there.

Also if you mess something with tiles, like few tiles in one hex you need to run command #ClearTiles .
Title: Re: Fonline 2 Mapper
Post by: Duke on November 28, 2013, 15:49
Hm.
That command deleted the tiles of the last pasted object - the floor of the gas station.
And this is why: previously i pasted the codelines of pasted object before the codelines of original tile lines.
So the correct way is to paste them in the end of the list of tiles, thus adding them to the list. That also made the #ClearTiles work correctly and delete the sand tiles underneath the concrete floor.

Yet, i wouldn't include tiles in such small prefabs, since it effectively destroys the tiles it was placed onto and there is no possibility to place tiles on different layers. Yet there is still a workaround, which is difficult and includes that patch of tiles saved separately and pasted later...

Hey, this way the maps could be made with prefabricated buildings, if someone could code a program that adds the chunks of text of prefabs to existing map text files. :)
Or is there a script out there that can make it?
Title: Re: Fonline 2 Mapper
Post by: Alvarez on November 30, 2013, 13:58
Hello, Duke.

I'd like to invite you (and everyone else) to a simple mapping contest. (http://forum.fonline-reloaded.net/index.php?topic=2875.msg19995#msg19995) No previous mapping experience required - the only requirement is to best the map in the previous post in terms of quality.
The winner will be determined by the amount of votes in poll in the thread by the community, when the developers determine the map as done.
Title: Re: Fonline 2 Mapper
Post by: Pepik on November 30, 2013, 21:15
I tried to make my first map :) (part of old race circuit).
It can be SE where can you find motorbike (but dont know free numbers of keys).

It will be nice to receive any critic from skillfull mapper (I want to make my next map allways better).

AND IS THERE ANY WAY HOW TO TRY OWN MAP (direct in mapper)?

(http://www.fce.vutbr.cz/STM/martinasek.j/mapa_00.jpg)
Title: Re: Fonline 2 Mapper
Post by: Wesan on November 30, 2013, 21:30
AND IS THERE ANY WAY HOW TO TRY OWN MAP (direct in mapper)?

Depends what you want to test...

If blockers you can just press Ctrl+b to know how they look, you can also put critter on map then click on him and shift click on ground to make him move like in game.
Title: Re: Fonline 2 Mapper
Post by: Pepik on November 30, 2013, 21:40
THX, It helps alot.

Is there any way how to open door with critter?
Is there any list of shortcuts?
Title: Re: Fonline 2 Mapper
Post by: skycast on November 30, 2013, 21:47
Ckeck spoiler in first post in this topic.
Title: Re: Fonline 2 Mapper
Post by: Pepik on November 30, 2013, 22:12
THX
Title: Re: Fonline 2 Mapper
Post by: Duke on November 30, 2013, 22:56
Can the FOV of a critter also be tested in mapper?
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 01, 2013, 02:37
No, what for?
Title: Re: Fonline 2 Mapper
Post by: Duke on December 01, 2013, 14:35
For determining shooting range in mapper, for example. I place the special hexes through passages to determine the FoV, but as said earlier, there must be always a more easier way.

I also made use of Tiled Mapper in my WIP and noticed that all the roof tiles are fake...for a reason, i guess?

(http://i.imgur.com/6MIosk4l.png)
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 01, 2013, 14:39
For determining shooting range in mapper, for example. I place the special hexes through passages to determine the FoV, but as said earlier, there must be always a more easier way.

I also made use of Tiled Mapper in my WIP and noticed that all the roof tiles are fake...for a reason, i guess?

(http://i.imgur.com/6MIosk4l.png)

Fov is server side script and has nothing to do with mapper, also there are many builds so why determine range for them? Just create obstacles and that's it.

Fake roof tiles?
Title: Re: Fonline 2 Mapper
Post by: Duke on December 01, 2013, 14:45
The tiles that should depict the earth masses behind the walls - they are floor tiles. But will there be a difference in game, if i replace them with roof tiles? Will they eventually become transparent?
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 01, 2013, 15:37
Oh you mean the ground of caves yes? I don't see any problem with them. Making them "Real" roof tiles would only cause problems, what for?
Title: Re: Fonline 2 Mapper
Post by: skycast on December 01, 2013, 15:43
Oh you mean the ground of caves yes? I don't see any problem with them. Making them "Real" roof tiles would only cause problems, what for?
It can be needed for some hidden passages like cathedral underground *)
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 01, 2013, 15:48
Oh you mean the ground of caves yes? I don't see any problem with them. Making them "Real" roof tiles would only cause problems, what for?
It can be needed for some hidden passages like cathedral underground *)

Shhh :)

I think he's not planning to make hiden pass but to rework caves to fake roofs will be real roofs.
Title: Re: Fonline 2 Mapper
Post by: Duke on December 01, 2013, 16:20
Oh yes, i read that particular thread on russian forum. :)
The technical difficulties that appear due this trick...geez...
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 02, 2013, 18:28
My 2nd try. It's regular city encounter map.

(http://www.fce.vutbr.cz/STM/martinasek.j/city.jpg)
Title: Re: Fonline 2 Mapper
Post by: zuhardu on December 02, 2013, 20:08
This is a bit offtopic but I would personally get the guy who made these drunk, multiple times, until he agrees to make maps for FOnline 2. I would love to see something like this in our game...

http://fodev.net/forum/index.php/topic,29472.0.html
Title: Re: Fonline 2 Mapper
Post by: skycast on December 02, 2013, 20:13
This is a bit offtopic but I would personally get the guy who made these drunk, multiple times, until he agrees to make maps for FOnline 2. I would love to see something like this in our game...

http://fodev.net/forum/index.php/topic,29472.0.html
Most probably Ras done this, he is great guy but he only dreams Desert Europe (
Title: Re: Fonline 2 Mapper
Post by: Xsarq on December 02, 2013, 20:15
You probably never seen DE server. Those maps are fancy true but they are also laggy as hell.
Title: Re: Fonline 2 Mapper
Post by: Krupniok on December 02, 2013, 20:18
This is a bit offtopic but I would personally get the guy who made these drunk, multiple times, until he agrees to make maps for FOnline 2. I would love to see something like this in our game...

http://fodev.net/forum/index.php/topic,29472.0.html
Most probably Ras done this, he is great guy but he only dreams Desert Europe (
Rikers > Ras, you've probably seen that Sky and the rest will see after the wipe
Title: Re: Fonline 2 Mapper
Post by: Xsarq on December 02, 2013, 20:21
Stop this cockteasing and either give us real info or screens.
Title: Re: Fonline 2 Mapper
Post by: Krupniok on December 02, 2013, 20:24
There's one on Polish subforum ;d
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 02, 2013, 23:44
Can I roofs a litle shift or not?
Haw It's working when is shift?
Can I use "my trick" (example in mapa_01) for destroied walls?
Title: Re: Fonline 2 Mapper
Post by: Rikers on December 03, 2013, 09:08
I wouldn't recommend shifting tiles (if you want to place them on the roof that is), cos it can probably lead to problems like this:
Spoiler
(http://screenshu.com/static/uploads/temporary/r8/s8/mg/ajs02y.jpg)
I have a theory this happens when the tiles overlap each other,  but it would be good for someone with experience to confirm this. What's worse, afaik you can't test that directly on the mapper.
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 08, 2013, 23:33
I tryed to make big PvP map - train station (in future I make roads and sidewalks more dusty).
(I cant find trains in scenes?)

Spoiler
(http://www.fce.vutbr.cz/STM/martinasek.j/mapa_02.jpg)
Title: Re: Fonline 2 Mapper
Post by: Trickster on December 08, 2013, 23:44
I really like it. Kinda too much open space to allow diverse gameplay (good for snipers though) but since my problem is completely the opposite I guess it's cool.

Also there is no train model in current release of Mapper. Alvarez created a very nice graphic which I hope will be implemented in future but for the time being feel free to paste it onto your map in graphic program : )

Again, great job!
Title: Re: Fonline 2 Mapper
Post by: Beret on December 08, 2013, 23:54
It look really nice, but (there almost always are "but" :<) for city it look too clean, like "- Hey bro, tomorrow we have nuclear apocaliptic, did u cleaned your street?"
Also u should move exit grid from right down, to little left (to street).
Also before train station (from down) those trees look ugly :P Maybe u should do there next little carpark?
As I think, for now it's all :P
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 09, 2013, 08:37
@Beret
1) Clean street - I wrote:"in future I make roads and sidewalks more dusty". It means I'll make some  holes in R and SW.
2) ExitGrids - I make 4 egs: 2 on open space, 2 covered with buildings.
3) Trees - In cities have to be trees and parks :).

Thanks for opinion
Title: Re: Fonline 2 Mapper
Post by: Rikers on December 09, 2013, 14:24
Hm, I'll drop my thoughts then.  For the warehouse roof up north i would use "wroof" tileset, the ones You used stand out too much in comparison to the wall.  For the parking lot, i would use the white lines, not the yellow ones (beginning of the road tileset). The southern wall stands out a bit too, so I would use something different (brick maybe?). Otherwise it's a good map, only needs some polishing, as You said.
Title: Re: Fonline 2 Mapper
Post by: Ox-Skull on December 15, 2013, 04:45
Is there a way to change resolution for the mapper, Im working with a tiny screen,= pain in the arse. :P
Title: Re: Fonline 2 Mapper
Post by: Realism on December 15, 2013, 08:17
Is there a way to change resolution for the mapper, Im working with a tiny screen,= pain in the arse. :P
1. Copy FOConfig.exe into FO2Mapper folder. Try to change resolution with it. If you don't have FOConfig.exe then opne FOnline.cfg and change resolution there. Now you can run the mapper to find your resolution unchanged.
2. Open Mapper.cfg with a text editor.
3. Change "ClientPath = .\" line to "ClientPath = ..\FO2Mapper"
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 15, 2013, 22:14
ALT+enter = full screen
Title: Re: Fonline 2 Mapper
Post by: Ox-Skull on December 16, 2013, 08:45
Alt enter while in 800x600 in mapper looks horrible.

Thx for the info realism.
Title: Re: Fonline 2 Mapper
Post by: Pepik on December 16, 2013, 11:46
Than you can edit mapper_default.ini
but it's a hard work, or someone who has edited should post it.
Title: Re: Fonline 2 Mapper
Post by: palesiak23 on January 19, 2014, 17:54
WTB> Full instruction for newbies in english or polish :D
Title: Re: Fonline 2 Mapper
Post by: Rikers on January 19, 2014, 18:50
Sky's first post in this topic is probably the most complete guide you will ever get.
Title: Re: Fonline 2 Mapper
Post by: Wipe on January 19, 2014, 19:01
http://forum.newfmc.pl/index.php?topic=47.0 [pl]
Title: Re: Fonline 2 Mapper
Post by: Duke on January 31, 2014, 07:39
Just messing around with Notepad copypasting.

(http://i.imgur.com/anYY29j.jpg)
http://bayfiles.net/file/15Gxv/BBA15x/new_ruins1.fomap

This here is nothing fancy, just e_city3 urban encounter map with switched sides. I just wanted to make it less messy that is possible, e.g. overlapping tiles, shifted grid, messed blockers,
Don't forget to turn roof on, it's switched off by startup. Roof on this map are the jaggy pieces on top of the walls.
Opened e_city3, saved one moved half as ruins_1, opened e_city3 again, saved another moved half as ruins_2. Deleted everything but scenery and tech and saved as blockers.fomap Put some ruler tiles to mark the intersection in both maps. Opened both maps in Notepad++, pasted tiles and objects in their respective sections from ruins_2 to ruins_1. After corrections, pasted blockers and grid scenery pieces from third map.

It's handy to turn off the objects you don't want to select.

Feel free to mess around with this.
Title: Re: Fonline 2 Mapper
Post by: MAC on January 31, 2014, 15:57
Is there something like  changing floors for created buildings ?

something similar to this  >> http://i.imgur.com/oIsqOXe.jpg << but with ability of using stairs to get from one floor to another ?

Or I have to create diffrent map for every floor ? Like this >> http://static1.wikia.nocookie.net/__cb20130216141610/fallout/images/f/fb/NewReno_SharkClub_Penthouse.png
Title: Re: Fonline 2 Mapper
Post by: Rikers on January 31, 2014, 16:06
If you want accessible floors, you have to make another map. Everything "over" the wall height like roofs, high buildings etc is usually made with tiles (roof tiles to be exact). Those tiles only indicate that the building is higher than 1 floor. You can switch between roof/floor editing with the middle mouse button.
Title: Re: Fonline 2 Mapper
Post by: MAC on January 31, 2014, 18:26
Thx. Another small question.

I don't know what to do...  if i put some posters or other small stuff on walls, sometimes wall is on that thing, not behind it.  I know there is a way to change walls as "background".
Title: Re: Fonline 2 Mapper
Post by: Realism on January 31, 2014, 19:21
Thx. Another small question.

I don't know what to do...  if i put some posters or other small stuff on walls, sometimes wall is on that thing, not behind it.  I know there is a way to change walls as "background".

just try to change y offset
Title: Re: Fonline 2 Mapper
Post by: MAC on January 31, 2014, 19:53
Ahh, yes. Holding shift and moving wall few pixels back also works.
Title: Re: Fonline 2 Mapper
Post by: Ox-Skull on February 01, 2014, 07:52
Is it possible to get a hold the maps of the glow and vault 15? (Fo2 versions).
Title: Re: Fonline 2 Mapper
Post by: Wesan on February 01, 2014, 12:40
Is it possible to get a hold the maps of the glow and vault 15? (Fo2 versions).

Difference between original v15 and glow and our version are just scripts connected, so why would you need it?
Title: Re: Fonline 2 Mapper
Post by: palesiak23 on February 01, 2014, 14:32
is there any way to change mapper resolution?
Title: Re: Fonline 2 Mapper
Post by: Beret on February 01, 2014, 14:51
Change resolution in client to which one u have connected mapper.
Title: Re: Fonline 2 Mapper
Post by: Alvarez on February 01, 2014, 14:51
Is it possible to get a hold the maps of the glow and vault 15? (Fo2 versions).

Here they are.
http://fodev.net/forum/index.php?topic=29370.0
Title: Re: Fonline 2 Mapper
Post by: palesiak23 on February 01, 2014, 15:10
Change resolution in client to which one u have connected mapper.

i have standalone mapper from that topic, my client is in different folder
Title: Re: Fonline 2 Mapper
Post by: Ox-Skull on February 01, 2014, 15:12
Difference between original v15 and glow and our version are just scripts connected, so why would you need it?

I was thinking of skycast's comment about planned added spawn points, and added lifts to try to limit camping.
Im not too shabby at mapper, thought i would do this, though i know jack about scripting.

Thought i would need Fo2 versions of the maps.
Title: Re: Fonline 2 Mapper
Post by: Beret on February 01, 2014, 15:28
So open Mapper.cfg in you mapper folder, and path to client (from which you play)
for example: ClientPath = D:\FOnline2
Title: Re: Fonline 2 Mapper
Post by: palesiak23 on February 01, 2014, 15:30
now works perfect. thanks :D
Title: Re: Fonline 2 Mapper
Post by: MajinCry on February 12, 2014, 18:40
Alrighty, I gave making a map a shot; it's a cave with two entrances. It's my first attempt at creating a fully fledged map, so I'd like to know if I've fucked anything up.

I've made sure to add an exit grid to the right of the caves, as well as those green grids beneath the cave entrances. Tested the scroll borders to make sure they don't trap the camera.

Also, if I were to create cave interior maps, how would I link the maps together?

Fomap link. (http://www.mediafire.com/view/kjd8wnf37vxsqyt/AAA_MajinCry_DoubleCave_Barren_Rocks_Truck.fomap)

Screenie!
(http://i.imgur.com/uatQKiv.png)

Edit: And what this mapper really needs, is a way to flip and/or rotate the various images. Would allow for some cool maps.
Title: Re: Fonline 2 Mapper
Post by: Rikers on February 12, 2014, 19:18
Can't see shit cap'n.  Better resolution maybeh?

From what I managed to make out of this, I think the rock type is wrong, there are others, more fitting (brownish). but that's just a matter of taste & personal opinion. Adding small stones & debris in the "cracked" dirt/sand tiles also helps to keep the scenery in a nice variety.  Also, you gave to put blockers, dunno if you did that.

Entrances are handled by EG and ENT special hexes, but and you have to specify map id's.  About rotating - as all the objects are in 2d only a handful of them can be rotated. (Critters, some containers..)
Title: Re: Fonline 2 Mapper
Post by: MajinCry on February 12, 2014, 19:34
Uploading images now. Will edit post and add the links.

Edit: Here we are. Uploaded them as a gallery on Imgur. (http://imgur.com/a/cJ71m#0)

Entrances are handled by EG and ENT special hexes, but and you have to specify map id's. 

Dunno how I'd do that; mind elaborating?

About rotating - as all the objects are in 2d only a handful of them can be rotated. (Critters, some containers..)

I know that, but a way to just "flip" a graphic and it's collisions would be awesome. No need to add extra frames, just some code which transforms the bitmap and moves the collision hexes accordingly.

Ah, it sounds so simple, with the downside being that it's not :P
Title: Re: Fonline 2 Mapper
Post by: Xsarq on February 12, 2014, 19:38
Majin im suprised you actually did something useful. This map while not uber nice its still looks like something that coud be implanted into this game.

Edit: This Looks like good fit for minor quest like Radscorpion cave or something like that.  It coud be 4th Farming quest (Woud be placed in NCR, Caps: 600, 3k exp, Cave full of Mutated Radscorpions Just a quick link to Fallout 1 cave, farming location between Molerats and Deathclawes tier)
Title: Re: Fonline 2 Mapper
Post by: Rikers on February 12, 2014, 20:07
Quote
Dunno how I'd do that; mind elaborating?
You have to fill exit grids (both brown and green) with EG hexes (they're on the "fast tab") These are exit points, directing either to wm or to another map (in the hex properties there are map id, toentire or sth etc. fields) But the exact numbers are usually assigned by the Devs, so don't bother, just fill'em the grids.

Spoiler
Entry points are ENT hexes, also from "fast" section You need to put them where the player will spawn. If I remember correctly, "todir" handles the direction the player is facing. , for entry from wm "Entire number" should be 0, for car spawns 243 if I remember correctly. (For some clearance, I guess the "Entire" was supposed to mean "Entry" (In Cvet's English).) So, a certain object (stairs, ladder, eg hex), points to a map id, and the "entire" number. Then you put that ENT hex on the other map and fill in the corresponding number.

A word of advice: Look at some mountain encounter maps, you can see how achieve some variety. (I mean that certain scenery objects - stones of various kinds, grass.. - could be added to make the map look better.) Also, you have to put green "S" blockers (non passable, non-view blocking, but shootable through) along the ridges, edges ets, beneath stones, rocks & other scenery so they won't be passable, in some cases Yellow "W" blockers (non passable, non shootable and view blocking, there is one small exception though) Test the map passability by putting a critter (preferably humanoid), then select him and shiftl+click on the desired direction. Double click will make the critter run (if it has the appropriate animation). Also, ctrl+B is useful, you can see the blockers on top of your scenery then. (Red-walk/sight/shoot blocking, green-walk blocking)

Ah... about flipping. It is easy, you just flip it in some PS or Gimp, put the right stuff in protos and there you go ;) Passability is handled by blockers put manually on map, objects usually have only one blocker embedded, sometimes even none.

Also - read Sky's manual, cos he probably posted that info already :P
Title: Re: Fonline 2 Mapper
Post by: Black Jack on March 07, 2014, 12:52
Right now i'm mapping a mutand base (based on fake governtment shelter), how to turn critters?
Title: Re: Fonline 2 Mapper
Post by: Wesan on March 07, 2014, 14:00
how to turn critters?

middle mouse click.
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on March 07, 2014, 23:18
Nice map man. It looks so cool. ;D Keep the good work up.
Title: Re: Fonline 2 Mapper
Post by: Black Jack on March 09, 2014, 13:39
This is the first level of the base (above the entrance location in the subject), so called selection base for humans and animals to be sent to Mariposa.

There may be NPC-quests for beginners players-mutants, can also be the start location for players-mutants.
Waiting for critics and advice, as it is my first map.

map unfinished yet..
Spoiler
(http://rghost.ru/52933912/image.png)
Title: Re: Fonline 2 Mapper
Post by: Xsarq on March 09, 2014, 14:16
Its looking very good. Its reminds me of TLA maps.

Title: Re: Fonline 2 Mapper
Post by: Mic on May 22, 2014, 11:15
what was the command for deleting the tiles below tiles?

//nevermind, i have it - #ClearTiles
Title: Re: Fonline 2 Mapper
Post by: Benny on May 24, 2014, 11:04
http://radikal.ru/fp/56c6fe62a54e4e39a8b76bff12fffece
Title: Re: Fonline 2 Mapper
Post by: Rikers on May 24, 2014, 16:01
Spoiler
(http://s018.radikal.ru/i508/1405/9c/f873d6e605ef.png)

The idea itself seems neat, but there are some mishaps.

First of all, dont use those water tiles, without the JovBs set of corners it looks like crap. A cavern with a water stream inside seems nice, but there should be a seperate scenery piece made for this, so it does not look like the stream ends abruptly by the entrance to the cavern.
Pay attention to what rocks are using, some of those dont fit imo.
The grass tiles seem out of place, replace them with desert tiles. Also, some grass growing on the sidewalk by the wall... meh.
Also, fill the desert with some weed or sth, it looks empty.
Last, I would not mix different kinds of trees in one map, it makes all look odd.

Title: Re: Fonline 2 Mapper
Post by: Benny on May 24, 2014, 17:09
Spoiler
(http://s018.radikal.ru/i508/1405/9c/f873d6e605ef.png)

The idea itself seems neat, but there are some mishaps.

First of all, dont use those water tiles, without the JovBs set of corners it looks like crap. A cavern with a water stream inside seems nice, but there should be a seperate scenery piece made for this, so it does not look like the stream ends abruptly by the entrance to the cavern.
Pay attention to what rocks are using, some of those dont fit imo.
The grass tiles seem out of place, replace them with desert tiles. Also, some grass growing on the sidewalk by the wall... meh.
Also, fill the desert with some weed or sth, it looks empty.
Last, I would not mix different kinds of trees in one map, it makes all look odd.
i know about it, it's unfinished yet map, im thinking about shore
Title: Re: Fonline 2 Mapper
Post by: Sharkyes on May 24, 2014, 19:23
I want that to be my new base so I can dress up in weird robes and perform ritual sacrifices to Cthulhu
Title: Re: Fonline 2 Mapper
Post by: Benny on May 30, 2014, 14:16
expereminter

(http://s018.radikal.ru/i508/1405/f8/6080e3e6c7d9.png) (http://www.radikal.ru)
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on June 26, 2014, 04:36
I started to work on this and its still imcomplete. I can't seem to figure out how to transfer over the rocket silos from Reloaded and 2238. Does anyone know how to do that? :(
My Map
http://imgur.com/3ckxOOB (http://imgur.com/3ckxOOB)

The scenery I want to add into the map.
(http://www.fonline-reloaded.net/wiki/images/4/49/Ares-silo.gif)
Title: Re: Fonline 2 Mapper
Post by: Rikers on June 26, 2014, 07:54
You're either missing a link to the whole map, or I'm missing the point. Anyway, don't bother, this scenery is already included & will be used in the upcoming season. Using such a characteristic scenery piece in 2 locations doesn't seem right (for me at least.)

A side note: to add any piece of scenery, you need to edit the proto files in the mapper, use either frm or png+fofrm, or png directly. To do this efficiently, you also need to use object editor, (editing descriptions, blocking, light properties, etc), but im not really sure the sdk version would work with fo2.
Title: Re: Fonline 2 Mapper
Post by: vaultloner94 on June 26, 2014, 08:10
What do you mean this one is already used? I've looked everywhere through the FO2 Mapper and this scenery doesn't show up anywhere in it. :-\ I also put in now as a hyperlink.
Title: Re: Fonline 2 Mapper
Post by: Rikers on June 26, 2014, 08:17
will be used in the upcoming season.
Can't tell more. ;)

About the map, I can't really see good with that resolution, but it seems that the lower-left wall is placed wrong (one piece doesnt fit the another one). Also,  scrap dat truck, it looks shitty and totally-not-falloutish (at least in that paint-over, its also kinda too small, idk), I have no friggin idea who decided to put it in the mapper (yeah I know it was/is also in the NCR map..) The same goes for guardhouse, you can build it with normal vault-13/navarro style walls and it will look better. Anyhow, theres much missing, idk what this installation is supposed to be, some enclave outpost? Add roads, buildings, fences, etc.
Title: Re: Fonline 2 Mapper
Post by: DiKobRaZzz on June 29, 2014, 20:03
New Broken Hills map. I made it for upcoming season, but Rascal dont like it. :(
Screenshot (scale 1:1):
Spoiler
(http://s005.radikal.ru/i209/1406/d1/e4efb236a3d0.jpg)
Link:
Spoiler
http://rghost.ru/56644191 (http://rghost.ru/56644191)
Title: Re: Fonline 2 Mapper
Post by: Needles on July 23, 2014, 10:09
New Broken Hills map. I made it for upcoming season, but Rascal dont like it. :(
Screenshot (scale 1:1):
Spoiler
(http://s005.radikal.ru/i209/1406/d1/e4efb236a3d0.jpg)
Link:
Spoiler
http://rghost.ru/56644191 (http://rghost.ru/56644191)
не вижу кардинальных изменений мужик.
Title: Re: Fonline 2 Mapper
Post by: DiKobRaZzz on July 23, 2014, 17:25
не вижу кардинальных изменений мужик.
Оригинальный БХ - худшая карта для пвп в фолаче. Здесь же, наоборот, все подогнано для массовых боев. Вырезано все лишнее, перепланированы дома (в частности, нет комнат размером с сельский туалет), больше входов / выходов в зданиях (это все-таки не сингл, где одной двери достаточно) расширены проходы между домами, нет улиц 2 на 2 гекса. Камера более не застрянет в верхней части карты, множество кактусов на главной улице не мешает обзору, грамотно расставлены укрытия. При этом город остался узнаваемым и выглядит на порядок лучше. Иными словами, все сделано для удобства игроков.
Title: Re: Fonline 2 Mapper
Post by: Mic on November 02, 2014, 00:08
there will be update for this special new content of arts from 3 session?

i mean in mapper, of course.
Title: Re: Fonline 2 Mapper
Post by: LittleBoy on November 12, 2014, 18:20
i have some questions  ::)

-how to put global tiles or more then one at same time like brush? I look at old videos maybe in old mapper and there was TOOLS/SETTINGS button  :-\
-how to change mapper resolution? (F11?)
Title: Re: Fonline 2 Mapper
Post by: Wesan on November 14, 2014, 16:58
Mapper (https://www.dropbox.com/s/8qras5wqh3y6xx4/Mapper14112014.rar?dl=0)

Installation:
  • Unzip to any directory
  • Put in mapper folder files from client:
fallout.dat
data.zip
intrface.zip
sound.zip
data01.zip
critters.zip
data03.zip

data03 Patch
Update for game client from 2nd session Zip[english cache]
  • Mirror: MediaFire (http://www.mediafire.com/download/qjhw8y4p183nn8f/FOUpdateS3en.zip)
  • Mirror: mega.co.nz (https://mega.co.nz/#!EEMzGDDZ!wBQSJ2iXkw90BOfeLTIzIr7V5tuI6e--i9zjnvDkcQg)

Update for game client from 2nd session Zip[russian cache]
  • Mirror: MediaFire (http://www.mediafire.com/download/kzku833wcv9fcd6/FOUpdateS3ru.zip)
  • Mirror: mega.co.nz (https://mega.co.nz/#!VYlmAAIZ!DjeJUGMQ-vtJ6IWYMzJMH_8EnVmC7hRIEtYJT7eATEI)


Place here you will find new sceneries etc.
(https://www.dropbox.com/s/2mnaun9erd78fgt/Obraz%20238.png?dl=1)

Proper door graphics which should be used. (walls_new)
(http://i59.tinypic.com/dbjps7.jpg)


small manual
To load a saved map, type "~<map name>" in the console.
TO save a map, type "^<map name> [/text] [/nopack]". "/text" to save it in text format, "/nopack" to save it in unpacked version.

Other commands, preceded with "*":
 new      create a new map;
 unload      unload the current map;
 scripts   list of scripts;
 size <w> <h>   set a new map size;
 dupl      search for items with the same pids, placed on the same hexes;
 scroll      search for scroll blockes, around which there are less than two other scroll blockers;
 pidpos <pid>   search for all items with a given pid;
 hex <hx> <hy>   search for all objects on a given hex.

To run a script function, use "#". Executed function must be of prototype "string FuncName(string)", string argument is passed from a console, and function results will be displayed in the message box. Default module is "main", to execute a function from another module use "@" (for example, "#module@MyFunc").
Example:
In console, "#MyFunc Hello wo";
In script, "string MyFunc(string my) { return my + "rld!"; }";
Result in the message box: "Result: Hello world!".

Scripts are placed in the "/data" directory. List of loaded scripts is in scripts.cfg. The main script is mapper_main.fos, which contains all reserved functions, and basic list of API functions.

The mapper does not support FO and FO2 map formats, as well as older FOnline map formats.

On the main panel, there is a range of buttons that group the objects by their type.
Below these buttons, there's a panel with buttons toggling the display of items in the map view.
On the right, there are buttons that determine which objects will be selected by clicking and dragging the mouse.
Other buttons:
Fast - displays list of often used items;
Ign - Ignore, shows ignored objects that are not rendered on the map;
Inv - Inventory, shows objects inside a container or inside critters' inventory;
Lst - List, shows all loaded maps and allows to switch between them.

Upon selecting an object, an option window will appear allowing to edit some of it's properties (marked green; white are not editable).
To add an object to Ignored objects list, click it with Ctrl on the object selection panel.
To add an object to the container or inventory, click it with Alt on the object selection panel.
To put an object in a critter's slot, click the item in it's inventory with Shift.

To apply a change in the object properties window to a range of selected objects (of the same type), click To All button.

To remove selected object(s), press Del.

To change direction of a critter, use middle mouse button.

To add a range of objects to already selected objects, hold Ctrl.

To change zoom, use mouse wheel.

To speed up scrolling of objects in the panel, use the following:
Shift - one page,
Ctrl - 100 elements,
Alt - 1000 elements.

To play animation of a selected critter, use "@" command with codes of desired animations. For instance, to play animations of movement, and then using, type "@abal" (case is ignored, as well as whitespaces). If no critter is selected, all critters on the map will play the animation. For information on animation codes, see http://modguide.nma-fallout.com/#Graphics011

To move a critter, hold down Shift and click the desired position.

Hotkeys:
F1: Enable/Disable display of items.
F2: Enable/Disable display of sceneries.
F3: Enable/Disable display of walls.
F4: Enable/Disable display of critter.
F5: Enable/Disable display of tiles.
F6: Enable/Disable display of frequently used objects.
F7: Hide/Show the main panel.
Shift + F7: Fix the position of the main panel (enabled by default).
F8: Enable/Disable scrolling with mouse.
F9: Hide/Show the object properties window.
Shift + F9: Fix the position of the object properties window (disabled by default).
F11: Set rain.
Shift + Escape: Exit the mapper.
Del: Delete the selected objects.
Ctrl + X: Cut objects.
Ctrl + C: Copy objects.
Ctrl + V: Paste objects.
Ctrl + A: Select all.
Ctrl + S: Enable/Disable ignoring of scroll blockers.
Ctrl + B: Show impassable hexes. Red are impassable, and not shootable through. Green are impassable, shootable through.
Ctrl + M: Display NPC information over their heads (this has few modes of display).
Ctrl + L: Save the log to a txt file.
Tab: Change the type of objects selection (diamond or rectangle).
+: Change time by 1 hour.
-: Change time by -1 hour.

Special Entires:
0 - default;
240 - starting position for a player who logged for a first time;
241 - starting position for players on a map with NoLogOff flag.
242 - replication.
243 - car entry point.
245 - vertibird entry point.
246 - boat entry point.

So if someone will provide good maps, we for sure will implement them fast and reward autor ;)


BUMP! MAPPER UPDATE!
Title: Re: Fonline 2 Mapper
Post by: MajinCry on November 28, 2014, 01:37
Question; where do yer find the roof tiles for a tent?

Been searching high and low through the mapper for 'em, and they ain't anywhere. Selecting the roof tiles of an already made tent don't show the object information menu, unlike if you were to select a wall. Or a tile. Or anything, really.
Title: Re: Fonline 2 Mapper
Post by: mcKraken on November 28, 2014, 13:17
I wish I was not such a pubbie when it comes to these mappers as I suck greatly at it. I tried last season to make some things for after the whipe but after several days of immense failure I give up.

The only world editor I was ever able to use was the one from Neverwinter Nights 1 and 2 :'(
Title: Re: Fonline 2 Mapper
Post by: Makaveli on December 26, 2014, 08:54
I wish I was not such a pubbie when it comes to these mappers as I suck greatly at it. I tried last season to make some things for after the whipe but after several days of immense failure I give up.

The only world editor I was ever able to use was the one from Neverwinter Nights 1 and 2 :'(

Well if u keep going , u will notice with each map you make that things will get faster and u will know most common stuff , like offset , copy , pasting , select all and so on ... once you have learned all that basics its really fun to map something new .
Title: Re: Fonline 2 Mapper
Post by: Firebat on January 28, 2015, 12:40
Really guys how the hell is this working? I cant handle it!
I click left on a tile then i click right  anywhere and mouse cursor disappears but no tile appears. i can only put anything if i write in *new but then i cant delete with del. How can i even quit? And this new map with "!" is not working either.
Title: Re: Fonline 2 Mapper
Post by: Marco on January 28, 2015, 14:19
The pdf in the folder of the program is outdated, you should read this manual
Spoiler
Mapper (https://www.dropbox.com/s/8qras5wqh3y6xx4/Mapper14112014.rar?dl=0)

Installation:
  • Unzip to any directory
  • Put in mapper folder files from client:
fallout.dat
data.zip
intrface.zip
sound.zip
data01.zip
critters.zip
data03.zip

data03 Patch
Update for game client from 2nd session Zip[english cache]
  • Mirror: MediaFire (http://www.mediafire.com/download/qjhw8y4p183nn8f/FOUpdateS3en.zip)
  • Mirror: mega.co.nz (https://mega.co.nz/#!EEMzGDDZ!wBQSJ2iXkw90BOfeLTIzIr7V5tuI6e--i9zjnvDkcQg)

Update for game client from 2nd session Zip[russian cache]
  • Mirror: MediaFire (http://www.mediafire.com/download/kzku833wcv9fcd6/FOUpdateS3ru.zip)
  • Mirror: mega.co.nz (https://mega.co.nz/#!VYlmAAIZ!DjeJUGMQ-vtJ6IWYMzJMH_8EnVmC7hRIEtYJT7eATEI)


Place here you will find new sceneries etc.
(https://www.dropbox.com/s/2mnaun9erd78fgt/Obraz%20238.png?dl=1)

Proper door graphics which should be used. (walls_new)
(http://i59.tinypic.com/dbjps7.jpg)


small manual
To load a saved map, type "~<map name>" in the console.
TO save a map, type "^<map name> [/text] [/nopack]". "/text" to save it in text format, "/nopack" to save it in unpacked version.

Other commands, preceded with "*":
 new      create a new map;
 unload      unload the current map;
 scripts   list of scripts;
 size <w> <h>   set a new map size;
 dupl      search for items with the same pids, placed on the same hexes;
 scroll      search for scroll blockes, around which there are less than two other scroll blockers;
 pidpos <pid>   search for all items with a given pid;
 hex <hx> <hy>   search for all objects on a given hex.

To run a script function, use "#". Executed function must be of prototype "string FuncName(string)", string argument is passed from a console, and function results will be displayed in the message box. Default module is "main", to execute a function from another module use "@" (for example, "#module@MyFunc").
Example:
In console, "#MyFunc Hello wo";
In script, "string MyFunc(string my) { return my + "rld!"; }";
Result in the message box: "Result: Hello world!".

Scripts are placed in the "/data" directory. List of loaded scripts is in scripts.cfg. The main script is mapper_main.fos, which contains all reserved functions, and basic list of API functions.

The mapper does not support FO and FO2 map formats, as well as older FOnline map formats.

On the main panel, there is a range of buttons that group the objects by their type.
Below these buttons, there's a panel with buttons toggling the display of items in the map view.
On the right, there are buttons that determine which objects will be selected by clicking and dragging the mouse.
Other buttons:
Fast - displays list of often used items;
Ign - Ignore, shows ignored objects that are not rendered on the map;
Inv - Inventory, shows objects inside a container or inside critters' inventory;
Lst - List, shows all loaded maps and allows to switch between them.

Upon selecting an object, an option window will appear allowing to edit some of it's properties (marked green; white are not editable).
To add an object to Ignored objects list, click it with Ctrl on the object selection panel.
To add an object to the container or inventory, click it with Alt on the object selection panel.
To put an object in a critter's slot, click the item in it's inventory with Shift.

To apply a change in the object properties window to a range of selected objects (of the same type), click To All button.

To remove selected object(s), press Del.

To change direction of a critter, use middle mouse button.

To add a range of objects to already selected objects, hold Ctrl.

To change zoom, use mouse wheel.

To speed up scrolling of objects in the panel, use the following:
Shift - one page,
Ctrl - 100 elements,
Alt - 1000 elements.

To play animation of a selected critter, use "@" command with codes of desired animations. For instance, to play animations of movement, and then using, type "@abal" (case is ignored, as well as whitespaces). If no critter is selected, all critters on the map will play the animation. For information on animation codes, see http://modguide.nma-fallout.com/#Graphics011

To move a critter, hold down Shift and click the desired position.

Hotkeys:
F1: Enable/Disable display of items.
F2: Enable/Disable display of sceneries.
F3: Enable/Disable display of walls.
F4: Enable/Disable display of critter.
F5: Enable/Disable display of tiles.
F6: Enable/Disable display of frequently used objects.
F7: Hide/Show the main panel.
Shift + F7: Fix the position of the main panel (enabled by default).
F8: Enable/Disable scrolling with mouse.
F9: Hide/Show the object properties window.
Shift + F9: Fix the position of the object properties window (disabled by default).
F11: Set rain.
Shift + Escape: Exit the mapper.
Del: Delete the selected objects.
Ctrl + X: Cut objects.
Ctrl + C: Copy objects.
Ctrl + V: Paste objects.
Ctrl + A: Select all.
Ctrl + S: Enable/Disable ignoring of scroll blockers.
Ctrl + B: Show impassable hexes. Red are impassable, and not shootable through. Green are impassable, shootable through.
Ctrl + M: Display NPC information over their heads (this has few modes of display).
Ctrl + L: Save the log to a txt file.
Tab: Change the type of objects selection (diamond or rectangle).
+: Change time by 1 hour.
-: Change time by -1 hour.

Special Entires:
0 - default;
240 - starting position for a player who logged for a first time;
241 - starting position for players on a map with NoLogOff flag.
242 - replication.
243 - car entry point.
245 - vertibird entry point.
246 - boat entry point.

So if someone will provide good maps, we for sure will implement them fast and reward autor ;)


BUMP! MAPPER UPDATE!
With shift+esc you can exit

PS: if you have problem with the critters just pm me
Title: Re: Fonline 2 Mapper
Post by: Firebat on February 04, 2015, 12:16
To remove selected object(s), press Del.

this is what does not work for me. Dunno why.
Title: Re: Fonline 2 Mapper
Post by: Realism on February 04, 2015, 19:20
press alt+tab and set focus on mapper window one more time
http://forum.fonline2.com/index.php?topic=5821.0 (http://forum.fonline2.com/index.php?topic=5821.0)
Title: Re: Fonline 2 Mapper
Post by: Wesan on June 07, 2015, 16:36
Shift+tab does the same.
Title: Re: Fonline 2 Mapper
Post by: Wesan on September 16, 2015, 20:51
Mapper updated.
Title: Re: Fonline 2 Mapper
Post by: SuperPolite on December 02, 2015, 02:32
Adding any critter to the map makes my mapper crash, any ideas why?
Error message is all unreadable.

Thanks
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 02, 2015, 05:29
I'll update mapper tommorow.
Title: Re: Fonline 2 Mapper
Post by: Beret on December 02, 2015, 14:25
yay  ;D
Title: Re: Fonline 2 Mapper
Post by: Needles on December 02, 2015, 15:13
(http://s018.radikal.ru/i503/1512/74/73af4d0aca45t.jpg) (http://radikal.ru/fp/66beb313103047528e3046961ee19849)

unfinished enterance to underground laboratory, you can use it as u wish, made with Fonline2 mapper

https://yadi.sk/d/st7x0j3nkuj5u
Title: Re: Fonline 2 Mapper
Post by: SuperPolite on December 02, 2015, 20:39
I'll update mapper tommorow.
When?
Title: Re: Fonline 2 Mapper
Post by: Waffen on December 02, 2015, 22:39
When?

(http://i.imgur.com/Gpf5mmt.jpg)
Title: Re: Fonline 2 Mapper
Post by: xsarq on December 02, 2015, 23:04
soon!
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 02, 2015, 23:16
Busy day. Tommorow for sure.
Title: Re: Fonline 2 Mapper
Post by: S.T.A.L.K.E.R on December 03, 2015, 08:32
Busy day. Tommorow for sure.
11 second mark (doing this from phone xd)

https://youtu.be/ZXsQAXx_ao0?t=10
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 04, 2015, 00:07
Updated. Should work.
Title: Re: Fonline 2 Mapper
Post by: SuperPolite on December 04, 2015, 00:08
gonna try, thanks
Title: Re: Fonline 2 Mapper
Post by: SuperPolite on December 04, 2015, 00:17
didn't work, i am using mapper as standalone, probably i am doing something wrong.

crits does not display, adding them on map crashes mapper. Any advice please?


https://youtu.be/JOeaAR3HsEY
Title: Re: Fonline 2 Mapper
Post by: Blobfish on December 04, 2015, 00:24
didn't work, i am using mapper as standalone, probably i am doing something wrong.

crits does not display, adding them on map crashes mapper.

same problem, would like to have some tutorial for more "noobish" enthusiasts ;)
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 04, 2015, 00:46
Allright this version should work properly.


Just open up Mapper.cfg inside main mapper folder.

Find this.

# Path to client folder
ClientPath = .\

Replace Clientpath with path to client folder. For example: D:\Games\Fonline2

# Path to client folder
ClientPath = D:\Games\Fonline2
Title: Re: Fonline 2 Mapper
Post by: SuperPolite on December 04, 2015, 01:05
seems to be working now, thanks
Title: Re: Fonline 2 Mapper
Post by: bs2crew on May 17, 2016, 09:59
Hello all, I am using mapper novadays, and i see all objects created from images. I am CGI artist / I can paint objects / tiles / materials / for game or mapper / but i cant put them in mapper / becouse I dont know coding. Sorry for bad language. If I can help you, I ll be happy.
Title: Re: Fonline 2 Mapper
Post by: SPECIAL on October 12, 2016, 02:29
Some ideas how to run this mapper through wine on linux? Application runs and closes in a sec.
Title: Re: Fonline 2 Mapper
Post by: Wipe on October 14, 2016, 17:31
Just download native version from SDK repo, r412. Or check FOMapper.log first, maybe you just screwed up some settings.
Title: Re: Fonline 2 Mapper
Post by: SPECIAL on October 14, 2016, 17:41
Just download native version from SDK repo, r412. Or check FOMapper.log first, maybe you just screwed up some settings.
Good advice, i forgot about logs. Hehe.
Title: Re: Fonline 2 Mapper
Post by: Dequ on December 04, 2016, 15:49
Can someone reupload? Download link in first post not working anymore.
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 05, 2016, 13:33
Either some troll is overusing my dropbox link, completely destroying access to my files or dropbox is being shit since my files are out for more than a month already. I will upload it somewhere else soon.
Title: Re: Fonline 2 Mapper
Post by: Dequ on December 05, 2016, 13:53
Either some troll is overusing my dropbox link, completely destroying access to my files or dropbox is being shit since my files are out for more than a month already. I will upload it somewhere else soon.

That same thing happen to my Dropbox too and had to remade my Dropbox account. So blame Dropbox, not the users.
Title: Re: Fonline 2 Mapper
Post by: Wesan on December 05, 2016, 19:02
Looks like actually it's both. The account was blocked for huge traffic. (20 gb per day)
I have made ticket and will wait for them to answer. If they won't it seems like great exodus to google drive awaits me.

Here's the mapper:
https://drive.google.com/open?id=0BwKT3BTIWApPZVYxQXB6cEY3NDg
Title: Re: Fonline 2 Mapper
Post by: marti on July 14, 2017, 14:09
Allright this version should work properly.


Just open up Mapper.cfg inside main mapper folder.

Find this.

# Path to client folder
ClientPath = .\

Replace Clientpath with path to client folder. For example: D:\Games\Fonline2

# Path to client folder
ClientPath = D:\Games\Fonline2


Doing exactly this and when i run mapper.exe it opens and close in less than a second.

Maybe can t run on windows 7?

Ty!
Title: Re: Fonline 2 Mapper
Post by: Zmeja on July 14, 2017, 14:12
Allright this version should work properly.


Just open up Mapper.cfg inside main mapper folder.

Find this.

# Path to client folder
ClientPath = .\

Replace Clientpath with path to client folder. For example: D:\Games\Fonline2

# Path to client folder
ClientPath = D:\Games\Fonline2


Doing exactly this and when i run mapper.exe it opens and close in less than a second.

Maybe can t run on windows 7?

Ty!
Try to run in compatibility mode maybe ? Right click, Settings. Depends on what exact win7 Version you have though. Try running it under Win XP comp.
Title: Re: Fonline 2 Mapper
Post by: Alexander on July 14, 2017, 16:48
Open the Mapper.cfg with notepad.
Title: Re: Fonline 2 Mapper
Post by: Lucek666 on July 14, 2017, 17:25
If mapper.exe not work then try mapperd3d.exe
btw. there is file "FOMapper.log", open it and copy here what you got there
Title: Re: Fonline 2 Mapper
Post by: marti on July 14, 2017, 18:35
Hi all.

Lucek: 

Spoiler
Starting Mapper (v.1.33.1)...
Mapper initialization...
Sprite manager initialization...
Load sprite 'egg.png' fail. Egg disabled.
GraphicLoader::LoadEffect - Effect file<2D_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<2D_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<2D_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<2D_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Interface_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Primitive_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Primitive_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Font_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Contour_Default.glsl> not found.
GraphicLoader::LoadEffect - Effect file<2D_WithoutEgg.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Flush_RenderTarget.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Flush_Primitive.glsl> not found.
GraphicLoader::LoadEffect - Effect file<Flush_Map.glsl> not found.
GraphicLoader::LoadEffect - Effect file<3D_Simple.glsl> not found.
GraphicLoader::LoadEffect - Effect file<3D_Simple.glsl> not found.
GraphicLoader::LoadEffect - Effect file<3D_Skinned.glsl> not found.
GraphicLoader::LoadEffect - Effect file<3D_Skinned.glsl> not found.
Default effects not loaded.
FOnline engine initialization fail.

So many not founds pbbly not good xd... i tried it on another computer with windows 10 (mine is w7) and it ran on first try.

Thanks all for help guys :)
Title: Re: Fonline 2 Mapper
Post by: Wesan on July 14, 2017, 21:11
Show us your cfg. I don't think you connected client at all.
Title: Re: Fonline 2 Mapper
Post by: marti on July 15, 2017, 01:43
Wesan:

I have mapper folder on destkop and client folder too.  Maybe i path to server should be something?

Spoiler
# Window name
WindowName = FOnline Mapper

# Path to server folder
ServerPath = .\data

# Server executable and config name
ServerName = FOnlineServer

# Path to client folder
ClientPath = C:\Users\Martí\Desktop\fonline\

# Client executable and config name
ClientName = FOnline

# Mapper interface options
MapperInterface = mapper_default.ini

This is ridiculous i followed instructions on another computer and 1st it works, on my personal laptop... nothing... my computer is as noob as me :)

Well anyways don't worry, pbbly wuoldn't did great maps xd

Thanks to all.
Title: Re: Fonline 2 Mapper
Post by: Zmeja on July 15, 2017, 11:17
It can be because of your i from another language. "Martí"

"ClientPath = C:\Users\Martí\Desktop\fonline\"

Try to change it. Would explain why it doesn't work on 1 PC.
Title: Re: Fonline 2 Mapper
Post by: marti on July 15, 2017, 11:55
Oh maybe that í is a problem

Will search how to change user name then.

Ty Zmeja.
Title: Re: Fonline 2 Mapper
Post by: Milan on July 15, 2017, 16:06
No need to change your username, you could just copy your FOnline2 folder into the C: directory. So it would then look something like C:\fonline
Title: Re: Fonline 2 Mapper
Post by: Zmeja on July 15, 2017, 19:37
No need to change your username, you could just copy your FOnline2 folder into the C: directory. So it would then look something like C:\fonline
Thats what i intendet to say but yeah that sums up everything perfecty xD
Title: Re: Fonline 2 Mapper
Post by: marti on July 17, 2017, 04:52
Ty all mapper running.

Thanks wesan, now i want to learn to use it, and pbbly will come back here wirh more problems soon xd.

Thanks for help comunity!
Title: Re: Fonline 2 Mapper
Post by: Brightside on January 08, 2018, 16:45
Updated first post download link
Title: Re: Fonline 2 Mapper
Post by: bs2crew on March 29, 2018, 12:29
I cant open mapper with my w10 when I try to open with my virtual computer ( xp ) it is working well.

but it is very slow. can anyone help me please?

Spoiler
Application
   Name        FOnlineMapper
   Version     0261
   OS          6.2.9200 ()
   Timestamp   2018.03.29 13:21:09

Exception
   Code      EXCEPTION_ACCESS_VIOLATION
   Address   0x004DB621
   Flags     0x0

Thread 'Main' (9772, current)
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'GUI' (14416)
   win32u, NtUserMsgWaitForMultipleObjectsEx + 12
   USER32, MsgWaitForMultipleObjectsEx + 61
   USER32, MsgWaitForMultipleObjects + 32
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   Mapper, (function-name not available) + 0
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (3612)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (11448)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (12856)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (8228)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (9316)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (15744)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (3344)
   ntdll, NtWaitForMultipleObjects + 12
   combase, Ordinal122 + 4045
   combase, HWND_UserSize + 846
   combase, Ordinal122 + 3629
   combase, Ordinal120 + 303
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (4312)
   ntdll, NtWaitForMultipleObjects + 12
   combase, Ordinal122 + 4045
   combase, Ordinal122 + 3565
   combase, Ordinal120 + 303
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (15328)
   ntdll, NtWaitForMultipleObjects + 12
   CoreMessaging, CoreUIConfigureUserIntegration + 21796
   CoreMessaging, MsgRelease + 59384
   CoreMessaging, MsgRelease + 62009
   CoreMessaging, MsgRelease + 62258
   CoreMessaging, MsgRelease + 52624
   CoreMessaging, MsgRelease + 26164
   CoreMessaging, MsgRelease + 25845
   CoreMessaging, MsgRelease + 129310
   CoreMessaging, (function-name not available) + 0
   CoreMessaging, CoreUICreateClientWindowIDManager + 3391
   uiautomationcore, UiaClientsAreListening + 6808
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (14212)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (15428)
   ntdll, NtWaitForSingleObject + 12
   KERNELBASE, WaitForSingleObject + 18
   atiumdag, XdxInitXopAdapterServices + 192919
   atiumdag, XdxInitXopAdapterServices + 1153359
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (4552)
   ntdll, NtWaitForSingleObject + 12
   KERNELBASE, WaitForSingleObject + 18
   atiumdag, XdxInitXopAdapterServices + 192919
   atiumdag, XdxInitXopAdapterServices + 1153359
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (13240)
   ntdll, NtWaitForSingleObject + 12
   KERNELBASE, WaitForSingleObject + 18
   atiumdag, XdxInitXopAdapterServices + 192919
   atiumdag, XdxInitXopAdapterServices + 1153359
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (16104)
   ntdll, NtWaitForSingleObject + 12
   KERNELBASE, WaitForSingleObject + 18
   atiumdag, XdxInitXopAdapterServices + 192919
   atiumdag, XdxInitXopAdapterServices + 1153359
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Thread 'Unknown' (12012)
   ntdll, ZwWaitForWorkViaWorkerFactory + 12
   KERNEL32, BaseThreadInitThunk + 36
   ntdll, RtlGetAppContainerNamedObjectPath + 311
   ntdll, RtlGetAppContainerNamedObjectPath + 263

Loaded modules
   C:\Program Files (x86)\Fonline2\Mapper\Mapper.exe (00400000)
   C:\Windows\SYSTEM32\ntdll.dll (77750000)
   C:\Windows\System32\KERNEL32.DLL (76ED0000)
   C:\Windows\System32\KERNELBASE.dll (769E0000)
   C:\Windows\SYSTEM32\apphelp.dll (71BC0000)
   C:\Windows\System32\USER32.dll (74930000)
   C:\Windows\System32\win32u.dll (76C70000)
   C:\Windows\System32\GDI32.dll (76760000)
   C:\Windows\System32\gdi32full.dll (74210000)
   C:\Windows\System32\msvcp_win.dll (761E0000)
   C:\Windows\System32\ucrtbase.dll (76790000)
   C:\Windows\System32\WS2_32.dll (74BB0000)
   C:\Windows\System32\RPCRT4.dll (76C90000)
   C:\Windows\System32\SspiCli.dll (74170000)
   C:\Windows\System32\CRYPTBASE.dll (74160000)
   C:\Windows\System32\bcryptPrimitives.dll (76FC0000)
   C:\Windows\System32\sechost.dll (76910000)
   C:\Windows\System32\PSAPI.DLL (75FD0000)
   C:\Windows\System32\COMDLG32.dll (76D50000)
   C:\Windows\SYSTEM32\d3d9.dll (673F0000)
   C:\Windows\SYSTEM32\OPENGL32.dll (691E0000)
   C:\Windows\System32\msvcrt.dll (76260000)
   C:\Windows\SYSTEM32\d3dx9_42.dll (0FDD0000)
   C:\Windows\System32\ADVAPI32.dll (76960000)
   C:\Windows\System32\combase.dll (76470000)
   C:\Windows\SYSTEM32\GLU32.dll (5D420000)
   C:\Windows\System32\shcore.dll (76E30000)
   C:\Windows\SYSTEM32\dbghelp.dll (72FE0000)
   C:\Windows\SYSTEM32\WINMM.dll (72B90000)
   C:\Windows\System32\SHLWAPI.dll (76C20000)
   C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_5.82.16299.309_none_d02304ff5f3aa9de\COMCTL32.dll (65090000)
   C:\Windows\System32\SHELL32.dll (74C20000)
   C:\Windows\SYSTEM32\dwmapi.dll (714C0000)
   C:\Windows\System32\cfgmgr32.dll (75F90000)
   C:\Windows\System32\windows.storage.dll (77030000)
   C:\Windows\System32\kernel.appcore.dll (75F60000)
   C:\Windows\SYSTEM32\winmmbase.dll (72B00000)
   C:\Windows\System32\powrprof.dll (76320000)
   C:\Windows\System32\profapi.dll (75F70000)
   C:\Windows\System32\ole32.dll (74AB0000)
   C:\Windows\SYSTEM32\dbgcore.DLL (72FB0000)
   C:\Windows\System32\IMM32.DLL (741E0000)
   C:\Windows\system32\uxtheme.dll (731F0000)
   C:\Windows\System32\MSCTF.dll (77600000)
   C:\Windows\System32\OLEAUT32.dll (766C0000)
   C:\Program Files (x86)\Common Files\Microsoft Shared\Ink\tiptsf.dll (6D940000)
   C:\Windows\System32\TextInputFramework.dll (73680000)
   C:\Windows\System32\CoreUIComponents.dll (6BA10000)
   C:\Windows\System32\CoreMessaging.dll (6C2D0000)
   C:\Windows\SYSTEM32\ntmarta.dll (73170000)
   C:\Windows\SYSTEM32\wintypes.dll (6CC40000)
   C:\Windows\System32\clbcatq.dll (76380000)
   C:\Windows\system32\dataexchange.dll (64ED0000)
   C:\Windows\system32\dcomp.dll (64DD0000)
   C:\Windows\system32\d3d11.dll (64610000)
   C:\Windows\system32\dxgi.dll (66E90000)
   C:\Windows\system32\twinapi.appcore.dll (67860000)
   C:\Windows\system32\RMCLIENT.dll (6CC00000)
   C:\Windows\system32\bcrypt.dll (731D0000)
   C:\Windows\system32\msimtf.dll (5B110000)
   C:\Windows\System32\uiautomationcore.dll (5F9C0000)
   C:\Windows\SYSTEM32\sxs.dll (625B0000)
   C:\Windows\System32\OLEACC.dll (65030000)
   C:\Windows\SYSTEM32\twinapi.dll (73700000)
   C:\WINDOWS\System32\DriverStore\FileRepository\c0318486.inf_amd64_11ba0b4b7cc81d52\aticfx32.dll (66900000)
   C:\Windows\SYSTEM32\VERSION.dll (74100000)
   C:\Windows\System32\DriverStore\FileRepository\c0318486.inf_amd64_11ba0b4b7cc81d52\atiu9pag.dll (673C0000)
   C:\WINDOWS\System32\DriverStore\FileRepository\c0318486.inf_amd64_11ba0b4b7cc81d52\atiumdag.dll (65FD0000)
   C:\Windows\System32\DriverStore\FileRepository\c0318486.inf_amd64_11ba0b4b7cc81d52\atiumdva.dll (65460000)
Title: Re: Fonline 2 Mapper
Post by: Lucek666 on March 29, 2018, 15:15
show fomapper.log file
Title: Re: Fonline 2 Mapper
Post by: bs2crew on March 29, 2018, 16:20
show fomapper.log file

Spoiler
Starting Mapper (v.1.29.0)...
Mapper initialization...
Sprite manager initialization...
Multisampling 16x not supported. Disabled.
Sprite manager initialization complete.
Init interface.
Init interface complete.
Script system initialization...
Config file<scripts.cfg> not found.
LanguagePack::LoadAll - Unable to load MSG<FOTEXT.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FODLG.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOOBJ.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOGAME.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOGM.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOCOMBAT.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOQUEST.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOHOLO.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOCRAFT.MSG>.
LanguagePack::LoadAll - Unable to load MSG<FOINTERNAL.MSG>.
FOnline engine initialization fail.
FOnline finished.

I didnt see that following codes after script system initialization...

I dont know why it is blank after that. I can see that after I copied it


Thanks Lucek, We fixed it.
Title: Re: Fonline 2 Mapper
Post by: bs2crew on March 30, 2018, 04:15
Do anyone know how to pack my new frm files? I spent 2-3 hours to find correct software I coundt.

Spoiler
(https://serving.photos.photobox.com/95488379a9484685073345c4f074634cf19da4e3bfcbace758f78481d44e9e1aa906acf8.jpg)

Also I wanted to use those marble bricks as graveyard walls but packer is problem for now.

Spoiler
(https://serving.photos.photobox.com/7920741653087d1be5c11deda9bbb8300793d34a57af76af8b221cad597d950f08d5f575.jpg)

Title: Re: Fonline 2 Mapper
Post by: Lucek666 on March 30, 2018, 11:25
You can save your arts as png, no need to stick to frm.
Title: Re: Fonline 2 Mapper
Post by: bs2crew on April 03, 2018, 20:53
here we go

Spoiler
(https://serving.photos.photobox.com/7169025741ce238220072b52c6c1a34a09f36459aca30289847294587ce9d9ecce64939b.jpg)

Spoiler
(https://serving.photos.photobox.com/665324345e1e29458af2123ea207bc5e3b66d399e4b79defd9f8bfbb68679ec0149faa31.jpg)

Spoiler
(https://serving.photos.photobox.com/10448064b8c3b2b6df8699538f75a59e872f25ac8350553566e9b514332008243ef7e510.jpg)

Spoiler
(https://serving.photos.photobox.com/66716036b985d12e0a379addfc505582252443a8a7fe578054be7b0323f965806c7ed18f.jpg)