Map Editor Overview
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*Map Editor Overview [#qe73e2b2]
The map editor is the main tool in game creation, creatin...
The structure and functions of the map editor are as foll...
//COLOR(#FF0000):画像入る
#ref(./Map_Editor_Overview.png,50%)
#br
#contents
**1) Editor Screen [#s6178986]
This is the main work screen of the Map Editor, where you...
The working camera can be rotated by right dragging.
Center-drag or hold down the Shift key and right-drag to ...
Zoom in/out by rotating the wheel.
|Mouse Operation||h
|Right Drag|Rotation|
|Hold down Shift and right drag|XZ Parallel Displacement ...
|Center Dragging|XZ Parallel Displacement (Horizontal Mov...
|Center dragging while holding down Alt|XY Parallel Displ...
|Center Wheel|Zoom in/out|
See [[Shortcut Key List]] for a list of hotkeys (shortcut...
-''3D Display Icons''
This icon appears in the upper left corner of the editor ...
--Clicking on each of the X, Y, and Z cubes will give you...
--Left click to turn on/off perspective
--Click on the icon in the upper left corner of the previ...
-''Map Symbols''
The following map symbols will be placed on maps when eve...
The display of the map symbols can be toggled on and off ...
|Icon|Description|h
|#ref(./mapsimbol_1.png,20%)|Indicates the starting point...
|#ref(./mapsimbol_2.png,20%)|Represents an event for whic...
|#ref(./mapsimbol_3.png,20%)|Represents a particle.|
|#ref(./mapsimbol_4.png,20%)|Represents a local light (po...
|#ref(./mapsimbol_5.png,20%)|Represents a local light (sp...
|#ref(./mapsimbol_8.png,20%)|Represents a decal. It can b...
|#ref(./mapsimbol_6.png,20%)|Represents the destination o...
|#ref(./mapsimbol_7.png,20%)|This represents the frames o...
***Context Menu [#a27c3d4b]
If you right-click while selecting something on the map, ...
The context menu that appears changes depending on whethe...
- ''Selecting Terrain''
#ref(./Contextmenu_Terrain.png,70%)
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Align at Higher Elevation''|If you have selected terra...
|''Align at Lower Elevation''|If you have selected terrai...
|''Make Elevation Zero''|Set the elevation of the current...
|''Make it Slope''|Convert terrain with steps to a slope ...
|''Make it Stairs''|Convert terrain with steps to a slope...
|''Make it Corner''|It is a function that makes the two a...
|''Make it Flat''|Sloping terrain such as "Make it Slope"...
|''Make This the Starting Point''|Specify the selected po...
|''Export Model''|Export the currently selected terrain a...
|''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.|
--''Model Export of Terrain''
This function allows you to export the currently selected...
By successfully combining 3D modeled terrain, it is also ...
~- When exporting, all areas above "elevation 0" are expo...
~- If you want your exported model to look the same as th...
#ref(./Terrain_FBX_Export.png)
---''Add Bottom Surface''
If checked, the export will be done with the bottom side ...
---''Contain Map Objects''
If checked, the export will include objects on the select...
The following restrictions apply to objects:
~- Collisions are not fully reproduced.
~- Motions will not be reproduced.
~- The materials will be the fbx defaults.
---''Create the Collision File''
When exporting, collision files are generated at the same...
---''Normal Dividing Boundary (Degree)''
#br
- ''Selecting Objects''
#ref(./Contextmenu_Objects.png,70%)
|''Convert to Event''|Convert the selected object to an e...
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Put it on Terrain''|Place the objects/events floating ...
|''Y Rotation''|Rotate the selected objects/events by 45 ...
|''X Rotation''|Rotate the selected objects/events 45 deg...
|''Make This the Starting Point''|Specify the selected po...
|''Group''|Group multiple selected objects/events.&br;All...
|''Ungroup''|Ungrouping is performed by selecting any obj...
|''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.|
#br
- ''Selecting Events''
#ref(./Contextmenu_Events.png,70%)
|''Edit Event Script''|Open the Event Editor.|
|''Memorize Position''|If turned on, this event will reta...
|''Falling by Gravity''|If turned on, that event will fal...
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Put it on Terrain''|Place the objects/events floating ...
|''Y Rotation''|Rotate the selected objects/events by 45 ...
|''X Rotation''|Rotate the selected objects/events 45 deg...
|''Make This the Starting Point''|Specify the selected po...
|''Group''|Group multiple selected objects/events.&br;All...
|''Ungroup''|Ungrouping is performed by selecting any obj...
|''Event Symbol Color''|You can specify the color of the ...
|''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.|
--''Event Symbol Color''
This feature allows you to color "event symbols" that rep...
Eight colors are available.
For example, "red for camera control events" and "white f...
#ref(./EventSymbolColor.png,50%)
**2) Master Menu [#q9413e98]
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 t...
**3) Menu Bar [#g26005fe]
The menu bar at the top of the Map Editor window provides...
-''Save''
Overwrite and save the game data currently being worked on.
-''Undo''
Undo the previous operation and return to the original st...
Multiple operations can be undone by continuing to click.
-''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back ...
-''File''
--''Save''
Overwrite and save the game data currently being worked on.
--''Save as New Project Name''
Save the game data you are currently working with under a...
--''Version''
The version information of this software is displayed.
--''Published Work Export''
A diagram will open to export the publish work (exe file).
--''Return to Top Menu''
Close the game data you are currently working with and re...
-''Edit''
--''Undo''
Undo the previous operation and return to the original st...
Multiple operations can be undone by continuing to click.
--''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back ...
--''Cut''
Cut out the selected objects or events and copy them to t...
--''Copy''
Copy the selected objects or events to the clipboard.
--''Paste''
Paste copied objects or events to the clipboard.
''"Cut", "Copy", and "Paste" change behavior depending on...
---"Terrains Only": Copy, cut, and paste selected terrains.
---"Objects Only": Copy, cut, and paste selected objects ...
---"Terrains and Objects": Copy, cut, and paste selected ...
--''Delete''
Delete the selected objects or events.
-- ''Event Search''
You can search the entire project for events that contain...
Event Names/Event Sheet Names/Texts in Events/Variable Na...
Double-click on a row of search results to open the event...
The event search can also be opened by pressing the short...
#br
#ref(./Event_Search.png,60%)
--''Alignment''
---''Position''
Align multiple selected objects or events with the same X...
If ALL is selected, they are all placed on the same coord...
---''Rotation''
Align multiple selected objects or events with the same X...
If ALL is selected, all the angles will be the same.
---''Scale''
Align multiple selected objects or events with the same X...
If ALL is selected, all will be on the same scale.
--''Scroll Entire Map''
//COLOR(#FF0000):画像入る(全体スクロールの操作パネル)
#br
#ref(Scroll_Entire_Map.png)
#br
The entire map currently being edited can be shifted one ...
Each time you click on an arrow on the diagram, it will s...
The area that is out of the map area will disappear, but ...
However, if "Treat as Loop" is on, the position of object...
You can also rotate the map 90 degrees by clicking the le...
--''Raise Up Entire Map''
Raise the elevation of the entire map's terrain by one le...
--''Lower Down Entire Map''
Lower the elevation of the entire map's terrain by one le...
--''Adjust Elevation of Entire Map''
//COLOR(#FF0000):画像入る(マップ全体の高さ調整ダイアログ)
#br
#ref(Adjust Elevation of Entire Map.png)
#br
Change the elevation of the entire map. Enter a negative ...
--''Specify Entire Map as Elevation 1''
Make the map a flat terrain with an elevation of 1.
--''Delete Unused Files in Resource Folder''
Locate and delete files in the resource folder that are n...
It is used when exporting a publishing work.
--''Clear File Paths''
Remove all paths that refer to anything other than within...
It is used when exporting a publishing work.
-''View''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions ob...
--''Show Grids''
Show/hide the grids on the map.
--''Show Enemy Distribution''
Show/hide areas where enemies appear.
--''View with Perspective''
Switch between having the map you are working on displaye...
--''Post-Effects Enable''
Switch between applying or not applying the post-effects ...
--''Camera from Above''
When turned on, the camera will look at the viewpoint fro...
--''DOF Enable''
Enable/disable the DOF (depth of field) function.
--''View Project Paths''
Display/hide the project path shown in the upper right of...
This can be used when you do not want to show the path wh...
--''Quick Toolbar''
Display/hide the Quick Toolbar.
--''Various Palettes''
Show/hide various palettes.
Hidden palettes will not be visible from the storage area...
--''Window Initialization''
Initialize the size of the Map Editor window.
--''Palette Initialization''
Initialize the position and separation state of various p...
--''Delete All Error Thumbnails''
Delete all thumbnails that failed to be created and are d...
For example, if a 3D stamp model file that has already be...
Use this function when the error thumbnail does not disap...
--''Delete All Thumbnails''
Delete all thumbnails generated by each function.
Thumbnails are newly generated when the game file is load...
-''Functions''
You can access each function in the master menu.
You can also use extensions (plug-ins).
--''Expanded Features''
//---''Copy Battle-Related Scripts to Game File''
//Export the default battle-related sources to the battle...
--- Copy Battle-Related Scripts to Game File (Default Bat...
Export the Bakin default battle-related sources to the ba...
--- Copy Battle-Related Scripts to Game File (Battle Plug...
Export the battle-related sources from the "Battle Plug-i...
---''Remove Battle-Related Scripts from Game File''
Delete the battlescript folder and revert to the default ...
--''Configuration''
This opens a dialog where you can set the folder where th...
#br
#ref(./Configuration.png,70%)
#br
---"General" Menu
You can use this dialog to configure various settings fou...
General > Language can be reflected by restarting Bakin.
---"Tool" Menu
You can use this dialog to configure various settings fou...
---"Shortcuts" Menu
You can customize the shortcut key settings that can be u...
The assignment can be changed by clicking on the middle c...
-''Help''
You will find links to the web page below.
Clicking on each link will open the page accordingly in y...
//"RPG Developer Bakin Manual" "Shortcut Key List" "Offic...
"RPG Developer Bakin Manual", "Shortcut Key List", "Offic...
From "Contact us" you can open the contact page of the of...
-''Version Information''
This is the version number of the tool.
Left-clicking copies the version number.
(Please include the version number when contacting us in ...
-''Path Information''
Shows the path where the game file currently being edited...
Right-click to open the folder where the game file is sto...
You can also save your project in a Zip file.
When compiling into a Zip file, it is possible to remove ...
Please use this function if you need it to distribute you...
#ref(./ProjectPass.png)
#br
**''Test Play'' [#w071a7ed]
You can execute the game player feature to test play the ...
There are two buttons to start the test play.
#ref(./TestPlay_button_1.png)
-The left button (the button with the green triangle) cha...
+Left Click: Quick Test Play. The editor is not available...
+Right Click: Skip the title screen for a quick test play.
+Center Wheel Click: Test Play. Test play is performed in...
-The right button (the button with the ... symbol) has a ...
#ref(./TestPlay_button_2.png)
All features and notations described below are defaults.
The assignment of keys and buttons to be used can be chan...
#br
#ref(./Test Play.png,30%)
#br
-''Title Screen Menu''
--''New Game''
Play from the beginning of the game.
--''Continue''
Play the saved game from the continuation.
--''Config''
Specify various settings for the game. You can also do th...
---''BGM''
Specify the volume of the background music.
---''Sound Effects''
Specify the volume of sound effects.
---''Message Speed''
Select from four levels of message display speed.
---''Cursor Position''
Specify whether the cursor position is to be memorized or...
---''Restore Defaults''
Restore the configuration settings to their default values.
--''Exit Game''
Exit the test play and return to the map editor.
***''Keyboard Operation'' [#zd2a3f33]
|~Cursor Control&br;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|
***''Controller Operation'' [#n1929933]
|~Cursor Control&br;Player Movement|Direction buttons, le...
|~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|
***''Options'' [#rad00e8f]
You can choose from a variety of menus that allow you to ...
This menu is not selectable during test play with center ...
-''Window Size''
You can change the size of the window during test play.
-''Performance Meter''
You can check how much load is placed on each element in ...
-''Debug Window''
You can change/check the state of variables in the game a...
-''Cast Parameter Check View''
You can check or temporarily change the statuses and para...
-''View Collision''
Visually check the collision specified for objects and ev...
Please use this function to help you find errors in colli...
#ref(./ENコリジョン表示.png,40%)
***''About the Debug Window'' [#h5062e9c]
Pressing the "F5 key" during test play opens and closes t...
By temporarily changing the values of various settings an...
Any settings you specify in this window will not be refle...
#br
#ref(./DebugWindow.png,70%)
#br
//-''Settings''
-''Change Settings Tab''
Various temporary changes can be specified to facilitate ...
--''Options''
---''Disable Encounters''
If checked, monsters will not be encountered.
---''Pass Through Events''
The player will be able to move through events.
Stairs and doors can also be slipped through, which may p...
---''Always Max HP and MP in Battles''
During battles, the HP and MP of the party casts are alwa...
---''Max Abilities in Battles''
During battles, the abilities of the party casts are alwa...
---''Fast-Forward in Battles''
If checked, battles that occur during test play will be e...
--''Change Cast's Level''
You can change the level of the cast currently in the par...
--''Display/Edit Variable Boxes''
Temporarily change the value of variable boxes.
Checked entries in the checkboxes are displayed at the to...
-''Close Button''
Close the debug function dialog and return to test play.
-''Reflect in Test Play Button''
Reflect the changes in the test play.
Cast levels, event switches, and variable boxes are refle...
-''Logs Tab''
This function allows you to monitor which events are bein...
If necessary, use the buttons at the top of the log to se...
If there is a type of event that repeats in parallel, a l...
--''Sources''
In the Common Event log, the action that triggered the ex...
|Triggering Action|Displayed Content|h
|Map Settings Palette > Basic tab > Event to be Called Be...
|Skill Event|Execute From Skill|
|Item Event|Execute From Item|
|Layout Action|Execute From Layout|
|Event Panel "Specify Game Over"|Execute From GameOver Ac...
-''System Status Tab''
Display the current status of various system flags as ena...
You will be able to see the initial game specs as well as...
#ref(./DebugWindow_SystermStatus.png,80%)
#br
-''Event Monitor Tab''
Display the status of the event being executed.
#ref(./DebugWindow_EventMonitor.png,80%)
#br
***About the Cast Parameter Check View [#d14a347b]
You can open and close the Cast Parameters View by pressi...
You can check the statuses of party members, enemies in b...
In addition to the cast member's own status, the status a...
It is also possible to temporarily change the values of s...
#br
#ref(./CastParameterCheckView.png,40%)
#br
- ''Edit''
An editor will open that allows you to change the skills ...
#br
This function allows you to temporarily change the skills...
--''Skill''
This opens an editor where you can change the skills avai...
Select a cast and check the checkbox for each skill to us...
#ref(./CastParameterCheckView_SkillEditor.png,80%)
#br
--''Item''
An editor will open that allows you to change the amount ...
You can assign a number of possessions to increase or dec...
#ref(./CastParameterCheckView_ItemEditor.png,80%)
#br
- ''Option''
You can choose whether to display information about cast ...
The display format can be selected to display all status ...
***''Performance Meter'' [#b37070ca]
Various graphs show how much load is being applied to ren...
Placing many objects and events, or executing complex pro...
The Performance Meter is a feature that helps you adjust ...
''&color(red){(!)};''How much the processing load affects...
- On
A simple graph showing CPU/GPU load and FPS is displayed.
#ref(./PerformanceMater_Type0.png,70%)
-''Time Series Graph''
The load history of 300 frames is displayed in a graph.
#ref(./PerformanceMater_Type1_1.png,70%)
#br
#ref(./PerformanceMater_Type1_2.png,70%)
#br
The items are as follows:
--''GPU''
|Shdw|This is a shadow rendering.|
|ZPre Zprepass|This is a pass to avoid expensive fragment...
|Base|This is a pass where the opaque elements are mainly...
|Rflct, Lgt, Gather, Gahter2|They are not functioning cur...
|SSS|This is a SSS rendering pass.|
|Unlit|This is a pass of the non-lighting material.|
|Fog|This is a fog rendering pass.|
|Trans|It is a translucent rendering (including particles...
|Fxaa|It is an anti-aliased rendering.|
|SSAO|This is a SSAO rendering.|
|Dof|This is a depth-of-field pass.|
|Bloom|Bloom (including LUT vignettes and other pass that...
|UI|This is a UI rendering.|
|Other|Other debugging displays, etc.|
--''CPU''
|Update|Game processing update|
|GraphicsUpdate|Update model animations, etc.|
|Batch|Gathering rendering information|
|Rendering|Rendering API call|
--''Other Value Information''
|Resolution|Dynamic resolution adjustment state of Base a...
|Allocator|GFX: Allocator usage for class instances that ...
-''Details''
Displays the instantaneous value of the previous frame by...
The colors on the graphs represent the same content as th...
#br
#ref(./PerformanceMater_Type2_1.png,60%)
#br
For MainThread, GPU, the occupied time of one frame is sh...
Named graphs other than GPU are threads.
The unnamed graph is a nested section of function calls b...
You can pause and select a section.
#br
#ref(./PerformanceMater_Type2_2.png,75%)
#br
|Pause Key|Pause graph updates.|
|PageUp Key, PauseDown Key|When pressed while paused, it ...
The example in the image shows that the GameMain section ...
-''Logic Load''
Displays the Bakin engine load during test play execution.
Other information, such as the current camera direction, ...
#br
#ref(./PerformanceMater_Type3.png,70%)
#br
The following processing times are shown for each.
--''general''
|total|The total time elapsed between the previous frame ...
|update|Total time for the update section below.|
--''update''
|System|This is the time taken for basic engine processin...
|Event|This is the time taken to process the event conten...
|Character|This is the time taken to control the position...
|Player|This is the time taken to accept the player's inp...
|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...
***''Reset'' [#u3ac82c1]
Reset the test play and return to the title screen. (If y...
Ctrl+c can also be used to reset.
This menu is not selectable during test play with center ...
**4) Status Bar [#gb7c7359]
The status bar at the bottom of the Map Editor window con...
-''Selection Target''
Narrow down the selection.
--''Terrains Only''
When turned on, only terrain is selected.
--''Objects Only''
When turned on, only objects and events are selected.
--''Terrains and Objects''
When turned on, both terrain and objects and events are s...
''In addition to the selection of different targets, the ...
---"Terrains Only": Copy, cut, and paste selected terrains.
---"Objects Only": Copy, cut, and paste selected objects ...
---"Terrains and Objects": Copy, cut, and paste selected ...
-''Operation Axis''
Specify the axis of operation for moving objects and even...
--''XZ''
Only the X and Z axes are available for operation.
--''YX''
Only the Y and X axes are available for operation.
--''ZY''
Only the Z and Y axes are available for operation.
-''Place on Top''
When placing an object or event, place it so that it sits...
However, if the stamps to be placed do not have collision...
When placing while holding down the Ctrl key, the placeme...
-''Manipulator''
Select the manipulator type.
--''Position Adjustment''
When turned on, the manipulators are used to adjust the p...
--''Angle Adjustment''
When turned on, the manipulators are used to adjust the a...
--''Scale Adjustment''
When turned on, the manipulators are used to scale object...
-''Grids''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions ob...
--''Show Grids''
Show/hide the grids on the map.
-''ON/OFF''
--''Camera from Above''
When turned on, the camera will look at the viewpoint fro...
--''Perspective View''
Switch between having the map you are working on displaye...
--''Post-Effects''
Switch between applying or not applying the post-effects ...
--''Map Symbols''
Display/hide event markers and collisions without lights,...
--''Enemy Distribution''
When turned on, the color of the ground changes in areas ...
The entire map appears to change color when enemies are p...
If you think the color of the map is wrong, check the on/...
--''View Collision''
Display/hide collision frames (white wireframes) for even...
Also, when this button is turned on, the collision frame ...
Note that if the Map Symbol button is off, collisions wil...
--''DOF''
Enable/disable the DOF (depth of field) function.
If the Post Effects button is off, DOF is not enabled whe...
Since DOF is a function of the camera position as the ori...
Please check the preview of the camera tool to see the co...
**5) Various Palettes [#vbf72731]
The "palette" is a collection of functions for creating m...
There are six palettes used in the Map Editor
For a description of the function of each palette, please...
--''[[Map List Palette]]''
--''[[Map Settings Palette]]''
--''[[Placed List Palette]]''
--''[[Common Event Palette]]''
--''[[Tools Palette]]''
--''[[Stamps Palette]]''
-''Auto Hide''
Clicking on the push-pin icon in the upper right corner o...
Stored pallets are shown/hidden each time the pallet name...
-''Moving and Sizing Palettes''
The palette can be moved to any desired location by left-...
To return to the original location, double-click on the t...
The palette can also be resized by dragging the frame to ...
End:
*Map Editor Overview [#qe73e2b2]
The map editor is the main tool in game creation, creatin...
The structure and functions of the map editor are as foll...
//COLOR(#FF0000):画像入る
#ref(./Map_Editor_Overview.png,50%)
#br
#contents
**1) Editor Screen [#s6178986]
This is the main work screen of the Map Editor, where you...
The working camera can be rotated by right dragging.
Center-drag or hold down the Shift key and right-drag to ...
Zoom in/out by rotating the wheel.
|Mouse Operation||h
|Right Drag|Rotation|
|Hold down Shift and right drag|XZ Parallel Displacement ...
|Center Dragging|XZ Parallel Displacement (Horizontal Mov...
|Center dragging while holding down Alt|XY Parallel Displ...
|Center Wheel|Zoom in/out|
See [[Shortcut Key List]] for a list of hotkeys (shortcut...
-''3D Display Icons''
This icon appears in the upper left corner of the editor ...
--Clicking on each of the X, Y, and Z cubes will give you...
--Left click to turn on/off perspective
--Click on the icon in the upper left corner of the previ...
-''Map Symbols''
The following map symbols will be placed on maps when eve...
The display of the map symbols can be toggled on and off ...
|Icon|Description|h
|#ref(./mapsimbol_1.png,20%)|Indicates the starting point...
|#ref(./mapsimbol_2.png,20%)|Represents an event for whic...
|#ref(./mapsimbol_3.png,20%)|Represents a particle.|
|#ref(./mapsimbol_4.png,20%)|Represents a local light (po...
|#ref(./mapsimbol_5.png,20%)|Represents a local light (sp...
|#ref(./mapsimbol_8.png,20%)|Represents a decal. It can b...
|#ref(./mapsimbol_6.png,20%)|Represents the destination o...
|#ref(./mapsimbol_7.png,20%)|This represents the frames o...
***Context Menu [#a27c3d4b]
If you right-click while selecting something on the map, ...
The context menu that appears changes depending on whethe...
- ''Selecting Terrain''
#ref(./Contextmenu_Terrain.png,70%)
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Align at Higher Elevation''|If you have selected terra...
|''Align at Lower Elevation''|If you have selected terrai...
|''Make Elevation Zero''|Set the elevation of the current...
|''Make it Slope''|Convert terrain with steps to a slope ...
|''Make it Stairs''|Convert terrain with steps to a slope...
|''Make it Corner''|It is a function that makes the two a...
|''Make it Flat''|Sloping terrain such as "Make it Slope"...
|''Make This the Starting Point''|Specify the selected po...
|''Export Model''|Export the currently selected terrain a...
|''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.|
--''Model Export of Terrain''
This function allows you to export the currently selected...
By successfully combining 3D modeled terrain, it is also ...
~- When exporting, all areas above "elevation 0" are expo...
~- If you want your exported model to look the same as th...
#ref(./Terrain_FBX_Export.png)
---''Add Bottom Surface''
If checked, the export will be done with the bottom side ...
---''Contain Map Objects''
If checked, the export will include objects on the select...
The following restrictions apply to objects:
~- Collisions are not fully reproduced.
~- Motions will not be reproduced.
~- The materials will be the fbx defaults.
---''Create the Collision File''
When exporting, collision files are generated at the same...
---''Normal Dividing Boundary (Degree)''
#br
- ''Selecting Objects''
#ref(./Contextmenu_Objects.png,70%)
|''Convert to Event''|Convert the selected object to an e...
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Put it on Terrain''|Place the objects/events floating ...
|''Y Rotation''|Rotate the selected objects/events by 45 ...
|''X Rotation''|Rotate the selected objects/events 45 deg...
|''Make This the Starting Point''|Specify the selected po...
|''Group''|Group multiple selected objects/events.&br;All...
|''Ungroup''|Ungrouping is performed by selecting any obj...
|''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.|
#br
- ''Selecting Events''
#ref(./Contextmenu_Events.png,70%)
|''Edit Event Script''|Open the Event Editor.|
|''Memorize Position''|If turned on, this event will reta...
|''Falling by Gravity''|If turned on, that event will fal...
|''Raise by 1 Level''|Raise the Y-coordinate of the curre...
|''Lower by 1 Level''|Lower the Y-coordinate of the curre...
|''Put it on Terrain''|Place the objects/events floating ...
|''Y Rotation''|Rotate the selected objects/events by 45 ...
|''X Rotation''|Rotate the selected objects/events 45 deg...
|''Make This the Starting Point''|Specify the selected po...
|''Group''|Group multiple selected objects/events.&br;All...
|''Ungroup''|Ungrouping is performed by selecting any obj...
|''Event Symbol Color''|You can specify the color of the ...
|''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.|
--''Event Symbol Color''
This feature allows you to color "event symbols" that rep...
Eight colors are available.
For example, "red for camera control events" and "white f...
#ref(./EventSymbolColor.png,50%)
**2) Master Menu [#q9413e98]
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 t...
**3) Menu Bar [#g26005fe]
The menu bar at the top of the Map Editor window provides...
-''Save''
Overwrite and save the game data currently being worked on.
-''Undo''
Undo the previous operation and return to the original st...
Multiple operations can be undone by continuing to click.
-''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back ...
-''File''
--''Save''
Overwrite and save the game data currently being worked on.
--''Save as New Project Name''
Save the game data you are currently working with under a...
--''Version''
The version information of this software is displayed.
--''Published Work Export''
A diagram will open to export the publish work (exe file).
--''Return to Top Menu''
Close the game data you are currently working with and re...
-''Edit''
--''Undo''
Undo the previous operation and return to the original st...
Multiple operations can be undone by continuing to click.
--''Redo''
Restore an operation that was undone with "Undo".
If there are multiple undone operations, you can go back ...
--''Cut''
Cut out the selected objects or events and copy them to t...
--''Copy''
Copy the selected objects or events to the clipboard.
--''Paste''
Paste copied objects or events to the clipboard.
''"Cut", "Copy", and "Paste" change behavior depending on...
---"Terrains Only": Copy, cut, and paste selected terrains.
---"Objects Only": Copy, cut, and paste selected objects ...
---"Terrains and Objects": Copy, cut, and paste selected ...
--''Delete''
Delete the selected objects or events.
-- ''Event Search''
You can search the entire project for events that contain...
Event Names/Event Sheet Names/Texts in Events/Variable Na...
Double-click on a row of search results to open the event...
The event search can also be opened by pressing the short...
#br
#ref(./Event_Search.png,60%)
--''Alignment''
---''Position''
Align multiple selected objects or events with the same X...
If ALL is selected, they are all placed on the same coord...
---''Rotation''
Align multiple selected objects or events with the same X...
If ALL is selected, all the angles will be the same.
---''Scale''
Align multiple selected objects or events with the same X...
If ALL is selected, all will be on the same scale.
--''Scroll Entire Map''
//COLOR(#FF0000):画像入る(全体スクロールの操作パネル)
#br
#ref(Scroll_Entire_Map.png)
#br
The entire map currently being edited can be shifted one ...
Each time you click on an arrow on the diagram, it will s...
The area that is out of the map area will disappear, but ...
However, if "Treat as Loop" is on, the position of object...
You can also rotate the map 90 degrees by clicking the le...
--''Raise Up Entire Map''
Raise the elevation of the entire map's terrain by one le...
--''Lower Down Entire Map''
Lower the elevation of the entire map's terrain by one le...
--''Adjust Elevation of Entire Map''
//COLOR(#FF0000):画像入る(マップ全体の高さ調整ダイアログ)
#br
#ref(Adjust Elevation of Entire Map.png)
#br
Change the elevation of the entire map. Enter a negative ...
--''Specify Entire Map as Elevation 1''
Make the map a flat terrain with an elevation of 1.
--''Delete Unused Files in Resource Folder''
Locate and delete files in the resource folder that are n...
It is used when exporting a publishing work.
--''Clear File Paths''
Remove all paths that refer to anything other than within...
It is used when exporting a publishing work.
-''View''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions ob...
--''Show Grids''
Show/hide the grids on the map.
--''Show Enemy Distribution''
Show/hide areas where enemies appear.
--''View with Perspective''
Switch between having the map you are working on displaye...
--''Post-Effects Enable''
Switch between applying or not applying the post-effects ...
--''Camera from Above''
When turned on, the camera will look at the viewpoint fro...
--''DOF Enable''
Enable/disable the DOF (depth of field) function.
--''View Project Paths''
Display/hide the project path shown in the upper right of...
This can be used when you do not want to show the path wh...
--''Quick Toolbar''
Display/hide the Quick Toolbar.
--''Various Palettes''
Show/hide various palettes.
Hidden palettes will not be visible from the storage area...
--''Window Initialization''
Initialize the size of the Map Editor window.
--''Palette Initialization''
Initialize the position and separation state of various p...
--''Delete All Error Thumbnails''
Delete all thumbnails that failed to be created and are d...
For example, if a 3D stamp model file that has already be...
Use this function when the error thumbnail does not disap...
--''Delete All Thumbnails''
Delete all thumbnails generated by each function.
Thumbnails are newly generated when the game file is load...
-''Functions''
You can access each function in the master menu.
You can also use extensions (plug-ins).
--''Expanded Features''
//---''Copy Battle-Related Scripts to Game File''
//Export the default battle-related sources to the battle...
--- Copy Battle-Related Scripts to Game File (Default Bat...
Export the Bakin default battle-related sources to the ba...
--- Copy Battle-Related Scripts to Game File (Battle Plug...
Export the battle-related sources from the "Battle Plug-i...
---''Remove Battle-Related Scripts from Game File''
Delete the battlescript folder and revert to the default ...
--''Configuration''
This opens a dialog where you can set the folder where th...
#br
#ref(./Configuration.png,70%)
#br
---"General" Menu
You can use this dialog to configure various settings fou...
General > Language can be reflected by restarting Bakin.
---"Tool" Menu
You can use this dialog to configure various settings fou...
---"Shortcuts" Menu
You can customize the shortcut key settings that can be u...
The assignment can be changed by clicking on the middle c...
-''Help''
You will find links to the web page below.
Clicking on each link will open the page accordingly in y...
//"RPG Developer Bakin Manual" "Shortcut Key List" "Offic...
"RPG Developer Bakin Manual", "Shortcut Key List", "Offic...
From "Contact us" you can open the contact page of the of...
-''Version Information''
This is the version number of the tool.
Left-clicking copies the version number.
(Please include the version number when contacting us in ...
-''Path Information''
Shows the path where the game file currently being edited...
Right-click to open the folder where the game file is sto...
You can also save your project in a Zip file.
When compiling into a Zip file, it is possible to remove ...
Please use this function if you need it to distribute you...
#ref(./ProjectPass.png)
#br
**''Test Play'' [#w071a7ed]
You can execute the game player feature to test play the ...
There are two buttons to start the test play.
#ref(./TestPlay_button_1.png)
-The left button (the button with the green triangle) cha...
+Left Click: Quick Test Play. The editor is not available...
+Right Click: Skip the title screen for a quick test play.
+Center Wheel Click: Test Play. Test play is performed in...
-The right button (the button with the ... symbol) has a ...
#ref(./TestPlay_button_2.png)
All features and notations described below are defaults.
The assignment of keys and buttons to be used can be chan...
#br
#ref(./Test Play.png,30%)
#br
-''Title Screen Menu''
--''New Game''
Play from the beginning of the game.
--''Continue''
Play the saved game from the continuation.
--''Config''
Specify various settings for the game. You can also do th...
---''BGM''
Specify the volume of the background music.
---''Sound Effects''
Specify the volume of sound effects.
---''Message Speed''
Select from four levels of message display speed.
---''Cursor Position''
Specify whether the cursor position is to be memorized or...
---''Restore Defaults''
Restore the configuration settings to their default values.
--''Exit Game''
Exit the test play and return to the map editor.
***''Keyboard Operation'' [#zd2a3f33]
|~Cursor Control&br;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|
***''Controller Operation'' [#n1929933]
|~Cursor Control&br;Player Movement|Direction buttons, le...
|~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|
***''Options'' [#rad00e8f]
You can choose from a variety of menus that allow you to ...
This menu is not selectable during test play with center ...
-''Window Size''
You can change the size of the window during test play.
-''Performance Meter''
You can check how much load is placed on each element in ...
-''Debug Window''
You can change/check the state of variables in the game a...
-''Cast Parameter Check View''
You can check or temporarily change the statuses and para...
-''View Collision''
Visually check the collision specified for objects and ev...
Please use this function to help you find errors in colli...
#ref(./ENコリジョン表示.png,40%)
***''About the Debug Window'' [#h5062e9c]
Pressing the "F5 key" during test play opens and closes t...
By temporarily changing the values of various settings an...
Any settings you specify in this window will not be refle...
#br
#ref(./DebugWindow.png,70%)
#br
//-''Settings''
-''Change Settings Tab''
Various temporary changes can be specified to facilitate ...
--''Options''
---''Disable Encounters''
If checked, monsters will not be encountered.
---''Pass Through Events''
The player will be able to move through events.
Stairs and doors can also be slipped through, which may p...
---''Always Max HP and MP in Battles''
During battles, the HP and MP of the party casts are alwa...
---''Max Abilities in Battles''
During battles, the abilities of the party casts are alwa...
---''Fast-Forward in Battles''
If checked, battles that occur during test play will be e...
--''Change Cast's Level''
You can change the level of the cast currently in the par...
--''Display/Edit Variable Boxes''
Temporarily change the value of variable boxes.
Checked entries in the checkboxes are displayed at the to...
-''Close Button''
Close the debug function dialog and return to test play.
-''Reflect in Test Play Button''
Reflect the changes in the test play.
Cast levels, event switches, and variable boxes are refle...
-''Logs Tab''
This function allows you to monitor which events are bein...
If necessary, use the buttons at the top of the log to se...
If there is a type of event that repeats in parallel, a l...
--''Sources''
In the Common Event log, the action that triggered the ex...
|Triggering Action|Displayed Content|h
|Map Settings Palette > Basic tab > Event to be Called Be...
|Skill Event|Execute From Skill|
|Item Event|Execute From Item|
|Layout Action|Execute From Layout|
|Event Panel "Specify Game Over"|Execute From GameOver Ac...
-''System Status Tab''
Display the current status of various system flags as ena...
You will be able to see the initial game specs as well as...
#ref(./DebugWindow_SystermStatus.png,80%)
#br
-''Event Monitor Tab''
Display the status of the event being executed.
#ref(./DebugWindow_EventMonitor.png,80%)
#br
***About the Cast Parameter Check View [#d14a347b]
You can open and close the Cast Parameters View by pressi...
You can check the statuses of party members, enemies in b...
In addition to the cast member's own status, the status a...
It is also possible to temporarily change the values of s...
#br
#ref(./CastParameterCheckView.png,40%)
#br
- ''Edit''
An editor will open that allows you to change the skills ...
#br
This function allows you to temporarily change the skills...
--''Skill''
This opens an editor where you can change the skills avai...
Select a cast and check the checkbox for each skill to us...
#ref(./CastParameterCheckView_SkillEditor.png,80%)
#br
--''Item''
An editor will open that allows you to change the amount ...
You can assign a number of possessions to increase or dec...
#ref(./CastParameterCheckView_ItemEditor.png,80%)
#br
- ''Option''
You can choose whether to display information about cast ...
The display format can be selected to display all status ...
***''Performance Meter'' [#b37070ca]
Various graphs show how much load is being applied to ren...
Placing many objects and events, or executing complex pro...
The Performance Meter is a feature that helps you adjust ...
''&color(red){(!)};''How much the processing load affects...
- On
A simple graph showing CPU/GPU load and FPS is displayed.
#ref(./PerformanceMater_Type0.png,70%)
-''Time Series Graph''
The load history of 300 frames is displayed in a graph.
#ref(./PerformanceMater_Type1_1.png,70%)
#br
#ref(./PerformanceMater_Type1_2.png,70%)
#br
The items are as follows:
--''GPU''
|Shdw|This is a shadow rendering.|
|ZPre Zprepass|This is a pass to avoid expensive fragment...
|Base|This is a pass where the opaque elements are mainly...
|Rflct, Lgt, Gather, Gahter2|They are not functioning cur...
|SSS|This is a SSS rendering pass.|
|Unlit|This is a pass of the non-lighting material.|
|Fog|This is a fog rendering pass.|
|Trans|It is a translucent rendering (including particles...
|Fxaa|It is an anti-aliased rendering.|
|SSAO|This is a SSAO rendering.|
|Dof|This is a depth-of-field pass.|
|Bloom|Bloom (including LUT vignettes and other pass that...
|UI|This is a UI rendering.|
|Other|Other debugging displays, etc.|
--''CPU''
|Update|Game processing update|
|GraphicsUpdate|Update model animations, etc.|
|Batch|Gathering rendering information|
|Rendering|Rendering API call|
--''Other Value Information''
|Resolution|Dynamic resolution adjustment state of Base a...
|Allocator|GFX: Allocator usage for class instances that ...
-''Details''
Displays the instantaneous value of the previous frame by...
The colors on the graphs represent the same content as th...
#br
#ref(./PerformanceMater_Type2_1.png,60%)
#br
For MainThread, GPU, the occupied time of one frame is sh...
Named graphs other than GPU are threads.
The unnamed graph is a nested section of function calls b...
You can pause and select a section.
#br
#ref(./PerformanceMater_Type2_2.png,75%)
#br
|Pause Key|Pause graph updates.|
|PageUp Key, PauseDown Key|When pressed while paused, it ...
The example in the image shows that the GameMain section ...
-''Logic Load''
Displays the Bakin engine load during test play execution.
Other information, such as the current camera direction, ...
#br
#ref(./PerformanceMater_Type3.png,70%)
#br
The following processing times are shown for each.
--''general''
|total|The total time elapsed between the previous frame ...
|update|Total time for the update section below.|
--''update''
|System|This is the time taken for basic engine processin...
|Event|This is the time taken to process the event conten...
|Character|This is the time taken to control the position...
|Player|This is the time taken to accept the player's inp...
|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...
***''Reset'' [#u3ac82c1]
Reset the test play and return to the title screen. (If y...
Ctrl+c can also be used to reset.
This menu is not selectable during test play with center ...
**4) Status Bar [#gb7c7359]
The status bar at the bottom of the Map Editor window con...
-''Selection Target''
Narrow down the selection.
--''Terrains Only''
When turned on, only terrain is selected.
--''Objects Only''
When turned on, only objects and events are selected.
--''Terrains and Objects''
When turned on, both terrain and objects and events are s...
''In addition to the selection of different targets, the ...
---"Terrains Only": Copy, cut, and paste selected terrains.
---"Objects Only": Copy, cut, and paste selected objects ...
---"Terrains and Objects": Copy, cut, and paste selected ...
-''Operation Axis''
Specify the axis of operation for moving objects and even...
--''XZ''
Only the X and Z axes are available for operation.
--''YX''
Only the Y and X axes are available for operation.
--''ZY''
Only the Z and Y axes are available for operation.
-''Place on Top''
When placing an object or event, place it so that it sits...
However, if the stamps to be placed do not have collision...
When placing while holding down the Ctrl key, the placeme...
-''Manipulator''
Select the manipulator type.
--''Position Adjustment''
When turned on, the manipulators are used to adjust the p...
--''Angle Adjustment''
When turned on, the manipulators are used to adjust the a...
--''Scale Adjustment''
When turned on, the manipulators are used to scale object...
-''Grids''
--''Snap to Grid''
Enable/disable the Grid Snap function, which positions ob...
--''Show Grids''
Show/hide the grids on the map.
-''ON/OFF''
--''Camera from Above''
When turned on, the camera will look at the viewpoint fro...
--''Perspective View''
Switch between having the map you are working on displaye...
--''Post-Effects''
Switch between applying or not applying the post-effects ...
--''Map Symbols''
Display/hide event markers and collisions without lights,...
--''Enemy Distribution''
When turned on, the color of the ground changes in areas ...
The entire map appears to change color when enemies are p...
If you think the color of the map is wrong, check the on/...
--''View Collision''
Display/hide collision frames (white wireframes) for even...
Also, when this button is turned on, the collision frame ...
Note that if the Map Symbol button is off, collisions wil...
--''DOF''
Enable/disable the DOF (depth of field) function.
If the Post Effects button is off, DOF is not enabled whe...
Since DOF is a function of the camera position as the ori...
Please check the preview of the camera tool to see the co...
**5) Various Palettes [#vbf72731]
The "palette" is a collection of functions for creating m...
There are six palettes used in the Map Editor
For a description of the function of each palette, please...
--''[[Map List Palette]]''
--''[[Map Settings Palette]]''
--''[[Placed List Palette]]''
--''[[Common Event Palette]]''
--''[[Tools Palette]]''
--''[[Stamps Palette]]''
-''Auto Hide''
Clicking on the push-pin icon in the upper right corner o...
Stored pallets are shown/hidden each time the pallet name...
-''Moving and Sizing Palettes''
The palette can be moved to any desired location by left-...
To return to the original location, double-click on the t...
The palette can also be resized by dragging the frame to ...
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