Jump to content
Age of History 3
Unity

AOH3: Map Image Splitter/Joiner Tools (Made by Unity)

Recommended Posts

Posted (edited)
5 minutes ago, Wayne23lololh said:

Unity planing Bloody Europe 3, let's GOOOOOOOOOOOOOOOOOOOOOOOO !

Between, cool thing

There's a lot of stuff I got planned, I just need time, but it's definitely getting done

Edited by Unity

Share this post


Link to post
Share on other sites

Just now, Gustav Heinrich said:

Could you share the repository on GitHub? For greater ease and open access to open source, if possible.

I had a GitHub account I have to go find again or create on and upload them there

Share this post


Link to post
Share on other sites

14 hours ago, Unity said:

These tools were made in C# You need the .net 8.0 runtime installed

link for installation
https://dotnet.microsoft.com/en-us/download/dotnet/8.0
 

tools link

Joiner
https://drive.google.com/drive/folders/1_F9GEkE_IlRf423n0yIFLt5cbQHDlvpB?usp=drive_link
 

Splitter
https://drive.google.com/drive/folders/1mqpD8jzqRGYKpA_f-xol1g9m-vijuq6t?usp=drive_link

 

Splitter BMP (HOI4 MAP GEN BMP) Tutorial is coming later for this

https://drive.google.com/drive/folders/14nSW7rkJHbxCAtFi9w1TCCXvY1oVdVEQ?usp=drive_link

Simple to use (Splitter)
Step one, click EXE
image.png.d01b451d1585f3ea788722491e4fe2bb.png

insert the path of image

image.png.2146d0f092096e0b333608855192aab4.png

then input the tile size it depends on your size of map, so please try to make your map dividable

Mine is 18600x14760

so I make each tile, 1860x1476

image.png.85ac163f813b95f6e0f438f26a17c3b4.png

hit enter

image.png.7aca230c58d588b7dcd19bd2b380bd74.png

Results are found in SplitImages folder

image.thumb.png.20160e03e31ad5f752f192e9629e5590.png

The joiner works the same way just input the folder path and width and height of tiles and the image is save where the program is

image.png.d07c0f4d3278c25eaf8ff581f77280cf.png

image.thumb.png.748b26e07c4f15d29203fd20cacdd8a0.png

joined image

image.png.60fa7681fac0a00c4cf2c56e58eda9a1.png

HOW TO IMPORT TO MAP EDITOR

Take the Split images and put them in the map backgound folders

 

image.thumb.png.b05d35c641d648f0231dfea51bcb1878.png

it's 9_9 so add 1 (10_10)

in the config

image.png.5365ca829bb07ce3ce402b69bd268c44.png

finale result

image.thumb.png.1143acf1a264eb0baebe9b1b6c39705a.png

Cool! Is it possible to adapt this into C++ code for compilation with VC++ 6.0? This would allow the tool to work natively without .NET

Share this post


Link to post
Share on other sites

4 hours ago, Mirolit said:

Cool! Is it possible to adapt this into C++ code for compilation with VC++ 6.0? This would allow the tool to work natively without .NET

I plan on making windowed versions of the tools later, but I want to stick with C#

Share this post


Link to post
Share on other sites

Posted (edited)

It's a great thing, we need only province maker, but HOI4 one, it will work for now as Lukasz made in game province connection option.

 

 

Edited by eNeXPii

Share this post


Link to post
Share on other sites

8 minutes ago, eNeXPii said:

It's a great thing, we need only province maker, but HOI4 one, it will work for now as Lukasz made in game province connection option.

 

 

I plan on upgrading my tools, ill try to make one, but It's going to take a while

Share this post


Link to post
Share on other sites

3 hours ago, Unity said:

I plan on making windowed versions of the tools later, but I want to stick with C#

You can simply make a window add-on on top of an existing tool to customize it. The config file created in this second (windowed) program would simply be passed to the main program. By the way, such an window-based configurator would be easiest to do in Visual Basic (since it immediately creates window-based on the Windows Forms API, and the code is used only for binding Forms)

Share this post


Link to post
Share on other sites

13 minutes ago, Mirolit said:

You can simply make a window add-on on top of an existing tool to customize it. The config file created in this second (windowed) program would simply be passed to the main program. By the way, such an window-based configurator would be easiest to do in Visual Basic (since it immediately creates window-based on the Windows Forms API, and the code is used only for binding Forms)

I might be able to use C++ i will try to make things more ease of use for users

Share this post


Link to post
Share on other sites

11 minutes ago, Unity said:

What do you mean?

@Unity

i meant with the splitter

(I mostly use Google Translate)

(I just speak Ukrainian more often than English)

Share this post


Link to post
Share on other sites

Posted (edited)
13 minutes ago, Mihael1 said:

@Unity

i meant with the splitter

(I mostly use Google Translate)

(I just speak Ukrainian more often than English)

It should be simple to use, do you have the Dot net runtime installed?

Edited by Unity

Share this post


Link to post
Share on other sites

8 minutes ago, Unity said:

It should be simple to use, do you have the Dot net runtime installed?

@Unity

when i made the map is coded as i could and nothing came out

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Age of History Games