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.
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 Drag | Rotation |
Hold down Shift and right drag | XZ Parallel Displacement (Horizontal Movement) |
Center Dragging | XZ Parallel Displacement (Horizontal Movement) |
Center dragging while holding down Alt | XY Parallel Displacement (Vertical Movement) |
Center Wheel | Zoom in/out |
See Shortcut Key List for a list of hotkeys (shortcut keys) for map editor operations.
Icon | Description |
Indicates the starting point of the game. | |
Represents an event for which no graphics are specified. | |
Represents a particle. | |
Represents a local light (point light). It can be moved and scaled. | |
Represents a local light (spotlight). It can be moved, rotated, and scaled. | |
Represents a decal. It can be moved, rotated, and scaled. | |
Represents the destination of an event involving a location move. Moving this symbol will be reflected in the content of the event. | |
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. |
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.
Raise by 1 Level | Raise the Y-coordinate of the currently selected terrain by one step (0.25). |
Lower by 1 Level | Lower the Y-coordinate of the currently selected terrain by one step (0.25). |
Align at Higher Elevation | If you have selected terrain of different elevations, align the Y-coordinate plane to the higher one. |
Align at Lower Elevation | If you have selected terrain of different elevations, align the Y-coordinate plane to the lower one. |
Make Elevation Zero | Set the elevation of the currently selected terrain to the lowest (Y=0.25). |
Make it Slope | Convert terrain with steps to a slope with the assigned orientation. Used on terrain with higher steps. Multiple adjacent terrains can be selected to make a slope. Slopes can only be connected by up to 4 levels of elevation difference. |
Make it Stairs | Convert terrain with steps to a slope with the assigned orientation. Used on terrain with higher steps. Multiple adjacent terrains can be selected to make stairs. Stairs can be connected by up to four different elevation levels. |
Make it Corner | It is a function that makes the two adjacent sides of the terrain a slope or stairs, and the break in the terrain is also a slope or stairs. The elevation of the terrain to be angled should be the same as that of the slope or stairs. |
Make it Flat | Sloping terrain such as "Make it Slope" and "Make it Stairs" will be undone. |
Make This the Starting Point | Specify the selected point as the position of the main cast member at the beginning of the game. |
Export Model | Export the currently selected terrain as a 3D model (.fbx). |
Cut | Cut the currently selected terrain. |
Copy | Copy the currently selected terrain. |
Paste | Paste the copied terrain. |
Delete | (Terrain cannot be deleted.) |
Undo | Undo the operation. |
Redo | Redo the operation. |
- When exporting, all areas above "elevation 0" are exported.
- If you want your exported model to look the same as the terrain when imported into Bakin, go to Resources > Materials and assign "map_terrain" to Shader.
- Collisions are not fully reproduced.
- Motions will not be reproduced.
- The materials will be the fbx defaults.
Convert to Event | Convert the selected object to an event. |
Raise by 1 Level | Raise the Y-coordinate of the currently selected objects/events by one step (0.25). |
Lower by 1 Level | Lower the Y-coordinate of the currently selected objects/events by one step (0.25). |
Put it on Terrain | Place the objects/events floating in the air on the ground. |
Y Rotation | Rotate the selected objects/events by 45 degrees around the Y axis. |
X Rotation | Rotate the selected objects/events 45 degrees around the X axis. |
Make This the Starting Point | Specify the selected point as the position of the main cast member at the beginning of the game. |
Group | Group multiple selected objects/events. All grouped objects/events can be repositioned, resized, etc. at the same time. |
Ungroup | Ungrouping is performed by selecting any object in the group. Any object in the group can be selected for ungrouping. |
Cut | Cut the currently selected objects. |
Copy | Copy the currently selected objects. |
Paste | Paste the copied objects. |
Delete | Delete the currently selected objects. |
Undo | Undo the operation. |
Redo | Redo the operation. |
Edit Event Script | Open the Event Editor. |
Memorize Position | If turned on, this event will retain its post-movement position even if the player moves to another map after using a movement-based event to change this event's position on the map. |
Falling by Gravity | If turned on, that event will fall by gravity when play begins. When turned off, it maintains the Y-axis position and events that are suspended in mid-air remain suspended in mid-air. This setting affects the behavior of movement events and other events. |
Raise by 1 Level | Raise the Y-coordinate of the currently selected objects/events by one step (0.25). |
Lower by 1 Level | Lower the Y-coordinate of the currently selected objects/events by one step (0.25). |
Put it on Terrain | Place the objects/events floating in the air on the ground. |
Y Rotation | Rotate the selected objects/events by 45 degrees around the Y axis. |
X Rotation | Rotate the selected objects/events 45 degrees around the X axis. |
Make This the Starting Point | Specify the selected point as the position of the main cast member at the beginning of the game. |
Group | Group multiple selected objects/events. All grouped objects/events can be repositioned, resized, etc. at the same time. |
Ungroup | Ungrouping is performed by selecting any object in the group. Any object in the group can be selected for ungrouping. |
Event Symbol Color | You can specify the color of the "event symbols" that represent events that do not have graphics assigned to them in the Map Editor. |
Cut | Cut the currently selected events. |
Copy | Copy the currently selected events. |
Paste | Paste the copied events. |
Delete | Delete the currently selected events. |
Undo | Undo the operation. |
Redo | Redo the operation. |
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.
The menu bar at the top of the Map Editor window provides access to various features.
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.
All features and notations described below are defaults.
The assignment of keys and buttons to be used can be changed in Assign Input Device.
Cursor Control Player Movement | Cursor keys, ADWS keys |
---|---|
Run | Shift+Movement Operation |
Jump | X key |
Menu Display | Enter key, ESC key, M key |
Decision | Enter key, Space key, Z key |
Cancel | ESC key |
Speak and Investigate | Space key, Z key |
Horizontal Camera Rotation | EQ key |
Vertical Camera Rotation | RF key |
Zoom in/out | TG key |
Reset Camera Position | P key |
Return to the Title Screen | Ctrl + C key |
Fast-Forward Event/Camera | LeftCtrl |
Open/Close the Debug Window | F5 Key |
Open/Close the Cast Parameter Check View | F6 Key |
Immediate End of Game | Alt+F4 Key |
Cursor Control Player Movement | Direction buttons, left stick |
---|---|
Run | X Button + Movement Operation |
Jump | Y Button |
Menu Display | START Button |
Decision | B Button |
Cancel | A Button |
Speak and Investigate | B Button |
Horizontal Camera Rotation | Right stick left/right |
Vertical Camera Rotation | Right stick up/down |
Zoom in | LB + RB Button |
Zoom out | LB + RT Button |
Reset Camera Position | Press in the right stick |
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.
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.
Triggering Action | Displayed Content |
Map Settings Palette > Basic tab > Event to be Called Before Displaying Map | Execute From Map |
Skill Event | Execute From Skill |
Item Event | Execute From Item |
Layout Action | Execute From Layout |
Event Panel "Specify Game Over" | Execute From GameOver Action |
Event Name | Common Events and the names of the events on that map. |
Sheet Name | The name of the event sheet that is executing or may be activated. |
Panel in Progress | The event panel in progress; if it is Stopped, it is waiting to be started or has already been executed. |
Trigger | The type of event start trigger for the sheet being executed. |
Event Processing Time | The processing time it is taking to progress to the event sheet. To the extent that it exceeds 1000 nanoseconds (1 millisecond), the effect on the overall game processing speed is minimal. |
Condition Panel Processing Time | This is the processing time required to check the condition panel. The more condition panels in a sheet, the more processing time is required. To the extent that it exceeds 1000 nanoseconds (1 millisecond), the effect on the overall game processing speed is minimal. |
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.
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.
total | The total time elapsed between the previous frame and the current frame. This includes time when the CPU is not processing, such as waiting for vertical synchronization. |
update | Total time for the update section below. |
System | This is the time taken for basic engine processing, such as updating input information and window control. |
Event | This is the time taken to process the event contents. |
Character | This is the time taken to control the position and orientation of characters on the map. |
Player | This is the time taken to accept the player's input and process the movement. |
Battle | This is the time taken to process the battle. |
Menu | This is the time taken to process the menu. |
ETC | This is the time taken for other detailed processing (image coordinate management, wipe, camera control). |
CPU | The meter shows the load on the CPU. |
GPU | The meter shows the load on the GPU. |
FPS | Shows the frame rate of the game. |
DRW | The number of rendering commands issued. |
VRM | GPU memory usage, including that used by the system. |
MDL | The number of models loaded. |
EFK | The number of effects loaded. |
TMPTGT | The number of textures for temporary rendering, such as portraits. |
BASE | Opaque |
BASE_DEPTH | Opaque Depth |
BASE_NORMAL | Opaque Normal |
BASE_SUBSURFACE | Subsurface Color |
SSS_FILTERED | Subsurface Lighting |
SSS_BLURED | SSS Blur |
SSS_APPLIED | Apply SSS |
SSAOMASK | AO Detection |
SSAOBLURED | AO Blur |
SSAOAPPLY | Apply AO |
UNLIT | Material without Lighting |
FOG | Fog |
TRANSLUCENT | Translucent |
FXAA | Apply FXAA |
DOF_COC | DOF Standard Value |
DOF_NEAR | DOF Nearby Section |
DOF_FAR | DOF Distant Section |
DOF | Apply DOF |
BRIGHTNESS_* | Brightness Detection for Exposure Calculation |
HILIGHT | Highlight Detection |
BLOOMDOWNSAMPLE_* | Bloom Down Sample |
BLOOMUPSAMPLE_* | Bloom Up Sample |
DISTORTIONSRC | Particle Distortion Image |
Name | Contents | Possible Causes of Slow Operation | Possible Solutions |
Main Thread | |||
Fixed interval update | Fixed time interval update | Sum of the Animate and Physics update. Please take action on those two sections. | |
Animate | Model and Particle update | Many 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 update | Physics update | Many 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 update | Game logic | See Logic Load Meter. | |
BattleScene update | Battle scene update | A lot of total processing of ProcScript to Graphics update during battle | Sum of the processing that occurs in the battle scenes. Please take action to each section of the processing. |
MapScene update | Map scene update | A lot of total processing of ProcScript to Graphics update in the map | Sum of the processing that occurs in the map scenes. Please take action for each section of processing. |
ProcScript | Event sheet execution load | High 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 update | Update process for player and events posture and coordinates | Large 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 update | Player input and movement processing | (There are no actions taken for this section.) | |
Menu update | Menu (UI) update | Large 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 update | Issuing rendering commands for layouts and other 2D rendering elements | The 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 & radius | Update model rendering decision information | Many 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 command | Creating rendering commands | Many 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 rendering | Prepare to render the next frame | (There are no actions taken for this section.) | |
Rendering Thread | |||
Create native command buffer | Creating rendering API commands | Many 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 update | Effekseer update (for 1 frame) | Many Effekseer particles | -Adjust the number of particles placed on maps. |
Effekseer draw | Effekseer rendering | Many Effekseer particles | -Adjust the number of particles placed on maps. |
Execute native command | Execute rendering API commands | Many display elements. See GPU | (There are no actions taken for this section.) |
GPU | |||
Shadow | Shadow | Large 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. |
ZPrepass | Opaque pre-depth rendering | Many 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. |
Opaque | Opaque rendering | Many 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. |
SSS | SSS | (There is no solution other than to turn off the function.) | |
SSAO | SSAO | Many 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 |
Unlit | Non-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. | |
Fog | Fog | (There is no solution other than to turn off the function.) Adjusting Fog parameters does not reduce the load. | |
Translucent | Translucent material rendering | Many 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. |
FXAA | FXAA | (There is no solution other than to turn off the function.) | |
DOF | Depth of field | Generally 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. |
Bloom | Bloom | (There is no solution other than to turn off the function.) | |
UI | UI | Many 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. |
Other | Other | (There are no actions taken for this section.) |
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.
The status bar at the bottom of the Map Editor window contains icons for frequently used functions.
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.