Map Editor Overview

The map editor is the main tool in game creation, creating the terrain and buildings where the game will take place and placing events related to the storyline.
The structure and functions of the map editor are as follows.

Map_Editor_Overview.png
 

1) Editor Screen

This is the main work screen of the Map Editor, where you change the form of the terrain and place objects and events.

The working camera can be rotated by right dragging.
Center-drag or hold down the Shift key and right-drag to scroll in the X-axis and Z-axis directions.

Zoom in/out by rotating the wheel.

Mouse Operation
Right DragRotation
Hold down Shift and right dragXZ Parallel Displacement (Horizontal Movement)
Center DraggingXZ Parallel Displacement (Horizontal Movement)
Center dragging while holding down AltXY Parallel Displacement (Vertical Movement)
Center WheelZoom in/out

See Shortcut Key List for a list of hotkeys (shortcut keys) for map editor operations.

IconDescription
mapsimbol_1.png
Indicates the starting point of the game.
mapsimbol_2.png
Represents an event for which no graphics are specified.
mapsimbol_3.png
Represents a particle.
mapsimbol_4.png
Represents a local light (point light). It can be moved and scaled.
mapsimbol_5.png
Represents a local light (spotlight). It can be moved, rotated, and scaled.
mapsimbol_8.png
Represents a decal. It can be moved, rotated, and scaled.
mapsimbol_6.png
Represents the destination of an event involving a location move. Moving this symbol will be reflected in the content of the event.
mapsimbol_7.png
This represents the frames of camera work belonging to this map created by the Camera Tool for which the gazing point is specified in the world. When this symbol is moved or rotated, it is also reflected in the camera data.

Context Menu

If you right-click while selecting something on the map, a context menu will appear.
The context menu that appears changes depending on whether terrain, object, or event is selected.

2) Master Menu

This menu provides access to the main features of Bakin.
Clicking on each menu opens the respective dialog.
For details on each menu, see the page for each menu in the manual.

3) Menu Bar

The menu bar at the top of the Map Editor window provides access to various features.

Test Play

You can execute the game player feature to test play the game in its current state.
There are two buttons to start the test play.

TestPlay_button_1.png
  1. Left Click: Quick Test Play. The editor is not available during test play.
  2. Right Click: Skip the title screen for a quick test play.
  3. Center Wheel Click: Test Play. Test play is performed in a separate process from the editor. You can use the editor during the test play. The test play will be the same environment as when the project is exported as a published work.

All features and notations described below are defaults.
The assignment of keys and buttons to be used can be changed in Assign Input Device.

 
Test Play.png
 

Keyboard Operation

Cursor Control
Player Movement
Cursor keys, ADWS keys
RunShift+Movement Operation
JumpX key
Menu DisplayEnter key, ESC key, M key
DecisionEnter key, Space key, Z key
CancelESC key
Speak and InvestigateSpace key, Z key
Horizontal Camera RotationEQ key
Vertical Camera RotationRF key
Zoom in/outTG key
Reset Camera PositionP key
Return to the Title ScreenCtrl + C key
Fast-Forward Event/CameraLeftCtrl
Open/Close the Debug WindowF5 Key
Open/Close the Cast Parameter Check ViewF6 Key
Immediate End of GameAlt+F4 Key

Controller Operation

Cursor Control
Player Movement
Direction buttons, left stick
RunX Button + Movement Operation
JumpY Button
Menu DisplaySTART Button
DecisionB Button
CancelA Button
Speak and InvestigateB Button
Horizontal Camera RotationRight stick left/right
Vertical Camera RotationRight stick up/down
Zoom inLB + RB Button
Zoom outLB + RT Button
Reset Camera PositionPress in the right stick

Options

You can choose from a variety of menus that allow you to change and check the behavior while executing test plays.
This menu is not selectable during test play with center wheel click.

About the Debug Window

Pressing the "F5 key" during test play opens and closes the Debug Window.
By temporarily changing the values of various settings and variable boxes, you can efficiently test play and check for progress and defects.
Any settings you specify in this window will not be reflected in the game until you press the "Reflect in Test Play" button.

 
DebugWindow.png
 
DebugWindow_SystermStatus.png
 

About the Cast Parameter Check View

You can open and close the Cast Parameters View by pressing on the "F6 key" during test play.
You can check the statuses of party members, enemies in battle, and cast events on the map.
In addition to the cast member's own status, the status also shows the values changed by class, equipment, and various influences during the battle.
It is also possible to temporarily change the values of some statuses and information about the skills held by the casts.

 
CastParameterCheckView.png
 

Performance Meter

Various graphs show how much load is being applied to rendering, logic processing, etc.
Placing many objects and events, or executing complex processing events simultaneously, increases the processing load and makes the game feel sluggish when played.
The Performance Meter is a feature that helps you adjust them.
(!)How much the processing load affects the operation depends on the environment being used.

PerformanceMater_Func.png
 
NameContentsPossible Causes of Slow OperationPossible Solutions
Main Thread
Fixed interval updateFixed time interval updateSum of the Animate and Physics update. Please take action on those two sections.
AnimateModel and Particle updateMany models, many bones-Adjust the number of stamps on maps.
-Adjust the number of stamps to be animated.
-Delete unnecessary bones in models using Blender or other software. For example, bones that are rarely used, such as the fingers of hands, should be deleted.
Physics updatePhysics updateMany physics load elements (RigidBoyd Collision or mesh collision)-In Resources > 3D and 2D Stamps, remove collision from stamps that do not require collision (no collision detection is needed) or set simple collision (Box, etc.).
Collision settings are not necessary for objects that the player will not come into contact with, such as skyboxes.
-Anything that can be placed as an "object" should be an object.
The processing load is considerably higher for events than for objects.
-Turn off "Collide with Player or Other Event" in Event Sheet > Collision Detection.
-Adjust the size of the collision detection in Event Sheet > Collision Detection.
The smaller the collision range, the lower the load.
-Simplify the Resources > Physics Settings and the collisions assigned to the resources.
The number and complexity of collisions increases the processing load.
-Combine a collection of small models into a single model.
For example, instead of making each small item on a table a separate model, import them as a single model and use a single collision, such as a box, to handle the detection. This will reduce the processing load.
-If detailed collision shapes are not necessary for entrances to houses, caves, or similar areas that cannot be accessed, switching from mesh collisions to boxes or similar shapes can reduce the processing load.
-Reduce transparent walls using event collision ranges
Building invisible walls using events in areas on the map where you don't want the casts to enter is a commonly used technique, but it can also increase processing load. By adjusting the number and size of the invisible walls to appropriate levels, you can reduce the processing load. Alternatively, placing transparent "models = objects" with only collision settings can help reduce the load.
GameMain updateGame logicSee Logic Load Meter.
BattleScene updateBattle scene updateA lot of total processing of ProcScript to Graphics update during battleSum of the processing that occurs in the battle scenes. Please take action to each section of the processing.
MapScene updateMap scene updateA lot of total processing of ProcScript to Graphics update in the mapSum of the processing that occurs in the map scenes. Please take action for each section of processing.
ProcScriptEvent sheet execution loadHigh load of what is being executed with events-Simplify the process within a running event.
-Reduce the number of events to be executed in parallel.
Events that run in parallel are executed every frame. By adding a "Wait Specified Time" panel at the beginning of a parallel event sheet where processing every frame is not necessary, you can reduce the number of events executed per frame.
(If 0 seconds is set in the "Wait Specified Time" panel, it waits for one frame to be processed.)
For example, cast status checks may not need to be performed every frame.
Also, by reviewing the conditions of the event, the timing at which the event is executed can be adjusted.
Character updateUpdate process for player and events posture and coordinatesLarge number of events-Adjust the number of events placed on maps and the number of events that are dynamically generated by "Generate Events".
Events that have not appeared due to conditions not being met have virtually no load in that state.
Also, events that are not displayed do not add load to this process.
Player updatePlayer input and movement processing(There are no actions taken for this section.)
Menu updateMenu (UI) updateLarge number of layout display elements-Adjust the number of layouts to be displayed.
-Adjust the number of layout parts.
The more containers and panels there are, the higher the load. Panels with special formatting, in particular, tend to increase the load significantly.
For example, an item list that displays 30 items at once will reduce the load if it's split into three pages of 10 items each.
Additionally, if window frames and other elements are displayed by combining multiple layout parts (images), reducing the number of images by combining them into one part will reduce the load.
The size of the images displayed does not affect the load for this processing.
Graphics updateIssuing rendering commands for layouts and other 2D rendering elementsThe number of pieces displayed by the layout display elements and the "Display Image" panel is large.-Reduce the number of layouts to be displayed.
-Adjust the number of layout parts.
-Reduce the number of images displayed by events
The display of sprites and images in the "Display Image" panel as well as the conversation panel and "Display Emoticon" panel also affect the load on this section.
Calc world center & radiusUpdate model rendering decision informationMany skin meshes-Reduce the number of materials.
If there are polygons that are separated into multiple materials, the load can be reduced by using Blender or other software to combine them into as few materials as possible.
For example, VRM models often have many materials set up, but if you export the model with a reduced number of materials (grouping multiple materials together) and then import them into Bakin, you can reduce the load on this section.
Using subgraphics to combine multiple stamps into one has no effect on the load of this section. The point is to reduce the number of materials.
Make commandCreating rendering commandsMany materials and meshes-Adjust the number of stamps placed on maps.
-Reduce the number of materials.
-Adjust models used for stamps with Blender or other software.
Prepare next renderingPrepare to render the next frame(There are no actions taken for this section.)
Rendering Thread
Create native command bufferCreating rendering API commandsMany materials and meshes-Reduce the number of stamps placed on maps.
-Reduce the materials.
-Adjust models used for stamps with Blender or other software.
Effekseer updateEffekseer update (for 1 frame)Many Effekseer particles-Adjust the number of particles placed on maps.
Effekseer drawEffekseer renderingMany Effekseer particles-Adjust the number of particles placed on maps.
Execute native commandExecute rendering API commandsMany display elements. See GPU(There are no actions taken for this section.)
GPU
ShadowShadowLarge range of shadows. Light direction parallel to camera direction. Many cascades.-In Map Settings > Rendering Settings tab > Light, adjust shadow-related values such as the number of shadow cascades and shadow range.
-Reduce shadow range by adjusting the direction of the lights.
Reducing the amount of shadows on the screen will reduce the load on this section.
Review the shadow range in areas that do not show much on the screen.
ZPrepassOpaque pre-depth renderingMany opaque objects-Adjust the number of stamps placed on maps.
-Combine a collection of small models into a single model.
For example, instead of making each small item on a table a separate model, import them as a single model and use a single collision, such as a box, to handle the detection. This will reduce the processing load.
On the other hand, using subgraphics to combine multiple stamps into one has no effect on the loading of this section.
OpaqueOpaque renderingMany opaque objects-Adjust the number of stamps placed on maps.
-Combine a collection of small models into a single model.
For example, instead of making each small item on a table a separate model, import them as a single model and use a single collision, such as a box, to handle the detection. This will reduce the processing load.
On the other hand, using subgraphics to combine multiple stamps into one has no effect on the loading of this section.
SSSSSS(There is no solution other than to turn off the function.)
SSAOSSAOMany SSAO sampling. Generally heavy-In Map Settings > Rendering Settings tab > SSAO, reduce the value of the number of samplings.
-SSAO property "Blur" to half bilateral
UnlitNon-lighting material rendering-Adjust the number of stamps placed on maps.
-Combine a collection of small models into a single model.
For example, instead of making each small item on a table a separate model, import them as a single model and use a single collision, such as a box, to handle the detection. This will reduce the processing load.
On the other hand, using subgraphics to combine multiple stamps into one has no effect on the loading of this section.
FogFog(There is no solution other than to turn off the function.)
Adjusting Fog parameters does not reduce the load.
TranslucentTranslucent material renderingMany translucent objects. Close to the screen-Reduce the number of stamps with translucent materials to be placed on maps.
-Make opaque what does not need to be translucent.
For example, it is better to make something like a small bottle opaque and express transparency with a texture to reduce the processing load.
-Avoid overlapping translucent objects when viewed from the camera.
For example, adjusting areas that are represented by many layers of glass or many light-colored particles will reduce the processing load.
-Avoid using textures and images that have many areas of zero transparency.
For textures and images with large transparent margins, trimming the margins will reduce the processing load.
FXAAFXAA(There is no solution other than to turn off the function.)
DOFDepth of fieldGenerally high processing load-Adjust the parameters in Map Settings > Rendering Settings tab > DOF to narrow the blurring area on the screen.
Processing load may be reduced by adjusting the focus and focal distance and reducing the blurring range.
BloomBloom(There is no solution other than to turn off the function.)
UIUIMany UI elements. Overlapping, etc.-Adjust the number of layout parts.
-Avoid using textures and images that have many areas of zero transparency.
For textures and images with large transparent margins, trimming the margins will reduce the processing load.
-Areas that are cropped using a static mask should be changed to an image.
If part of an image is hidden using a mask, creating a separate image will reduce the processing load.
OtherOther(There are no actions taken for this section.)

Reset

Reset the test play and return to the title screen. (If you skipped the title screen, it will take you back to the beginning of the game.)
Ctrl+c can also be used to reset.
This menu is not selectable during test play with center wheel click.

4) Status Bar

The status bar at the bottom of the Map Editor window contains icons for frequently used functions.

5) Various Palettes

The "palette" is a collection of functions for creating maps by type.
There are six palettes used in the Map Editor
For a description of the function of each palette, please refer to "Various Palettes used on the Edit Screen" in this help.


Attach file: fileDebugWindow_EventMonitor.png 28 download [Information] filePerformanceMater_Minimater.png 36 download [Information] filePerformanceMater_Func.png 130 download [Information] fileEvent_Search.png 152 download [Information] filePerformanceMater_Type0.png 166 download [Information] fileCastParameterCheckView_ItemEditor.png 186 download [Information] fileCastParameterCheckView_SkillEditor.png 192 download [Information] filemapsimbol_8.png 176 download [Information] fileCastParameterCheckView.png 211 download [Information] fileEventSymbolColor.png 232 download [Information] fileTerrain_FBX_Export.png 240 download [Information] fileContextmenu_Events.png 243 download [Information] fileContextmenu_Objects.png 279 download [Information] fileContextmenu_Terrain.png 239 download [Information] fileConfiguration.png 285 download [Information] fileTestPlay_button_2.png 339 download [Information] fileTestPlay_button_1.png 349 download [Information] fileMap_Editor_Overview.png 366 download [Information] fileScroll_Entire_Map.png 345 download [Information] fileDebugWindow.png 364 download [Information] filePerformanceMater_Type1_2.png 324 download [Information] filePerformanceMater_Type1_1.png 310 download [Information] filePerformanceMater_Type3.png 341 download [Information] filePerformanceMater_Type2_2.png 340 download [Information] filePerformanceMater_Type2_1.png 304 download [Information] fileProjectPass.png 296 download [Information] fileDebugWindow_SystermStatus.png 363 download [Information] filemapsimbol_7.png 347 download [Information] filemapsimbol_6.png 315 download [Information] filemapsimbol_5.png 346 download [Information] filemapsimbol_4.png 345 download [Information] filemapsimbol_3.png 311 download [Information] filemapsimbol_2.png 349 download [Information] filemapsimbol_1.png 369 download [Information] fileENコリジョン表示.png 368 download [Information] fileTest Play.png 375 download [Information] fileMap Editor.png 304 download [Information] fileDebug.png 338 download [Information] fileAdjust Elevation of Entire Map.png 390 download [Information]

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Last-modified: 2025-05-30 (Fri) 04:46:21