(2009-10-23, 03:47 AM)Holy Diver link Wrote: Could you be clear on this line...The Map Editor (it has the Piece placement grid etc) is SOM_Map.exe. The program that outputs (converts MAP files to MPX) files is MapComp.exe. MapComp.exe is what crashes if you try to convert a MAP file that references a PRT file numbered over 1024~. The actual editor (SOM_Map.exe) is unaffected.
Quote:However, the editor will crash when you try to 'output' (aka convert the .MAP file to an .MPX file) a map with a PRT # over 1024.
(2009-10-23, 03:47 AM)Holy Diver link Wrote: Basically how I read this is all Map files have a PRT number (either embedded in them, or in the file name??)The PRT number is simply the name of the .PRT file for any particular map Piece.
(2009-10-23, 03:47 AM)Holy Diver link Wrote: In order for all map pieces to be displayed distinctly in the editor they must all have different PRT numbers (true or false?)Yes. The PRT file's name (which is a 4 digit number) decides where it appears in the editor's 'icon-tile' table. Inside a PRT file is the name of the MSM, MHM and icon files used for the given Piece.
(2009-10-23, 03:47 AM)Holy Diver link Wrote: And finally are you saying if you put a map piece with a PRT over 1024 in your map, and push the build button, the editor will crash/not do the build output?The converter program (MapComp.exe) will crash and won't 'output' the map (aka build the .MAP notation file into the actual .MPX files that the game uses). The editor (SOM_Map.exe) then displays a closable error box but is otherwise unaffected.
I know there is a lot of untranslated Japanese in the exe but it doesn't actually appear in SoM. It's mainly just programmer's notes, labels and such.