Mods / Map exporter (DB to PNG)

Category: #Utility
Author: SiiMeR
Side: Client
Created: Feb 5th at 3:34 PM
Last modified: May 20th at 7:26 PM
Downloads: 589
Follow Unfollow 25

Latest version:
VintageStoryDBToPNG.zip


Vintage Story Map Exporter

This is a tool to read the color values of your Vintage Story client-side map file from a .db file and export them to a .png file.

How to use

  1. Fill in the values in config.json

    • MapFile - The path to your map .db file (usually found in VintageStoryData/Maps). Warning: Make a backup of your map before using this program.
    • The bounding box of the exported map. Note that these are absolute coordinates (you can find your position ingame by writing .cp aposi to the chat). From there you will have to guesstimate the bounds:
      • MinX - The leftmost coordinate the map will be exported from
      • MaxX - The rightmost coordinate the map will be exported to
      • MinY - The uppermost coordinate the map will be exported from (in VS, the Y coordinates are flipped)
      • MaxY - The lowermost coordinate the map will be export to
  2. Run the provided VintageStoryDBToPNG.exe file

  3. The map will be exported to the same directory

The map colors are from the Medieval Map mod

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v2
387 May 20th at 7:26 PM Show VintageStoryDBToPNG.zip
v1
202 Feb 5th at 3:38 PM Show VintageStoryDBToPNG.zip

15 Comments (oldest first | newest first)

💬 Jarrett, Oct 14th at 4:30 PM

DanaCraluminum That's good to know. I had a few classes of C++ in college, but that was over 15 years ago. 

💬 DanaCraluminum, Oct 13th at 9:00 PM

Jarrett The game is not in Java, but in C#

💬 Jarrett, Oct 13th at 5:54 PM

I am not great with java, but I was able to eventually figure this out. 

 

Here are some more user friendly instructions.

  1. While in-in game, type ".cp aposi" in chat
  2. Open note pad and paste the coordinates. It should look like this "X=512110,Y=115,Z=512030" ... Note that the Z= value is actually the Y value that you will be using below...
  3. Exit out of the game (this may not be necessary, but I think it is a good idea)
  4. Download the zip file
  5. Export it wherever
  6. Open file location in browser window
  7. edit "config.json" using notepad (I use Visual Studio Code, but notepad works)
  8. Open a 2nd browser window and navigate to where your map .db file is located. It should be in C:\Users\<your user name>\AppData\Roaming\VintagestoryData\Maps (replace <your user name> to the appropriate user profile).
  9. Find the most recent map .db file (I looked for the most recently modified one).
  10. Right click, copy and paste it to the same directory (this is making a back up in case the program breaks the original) - Image Link
  11. copy the full file path and file name and replace the section in the mapfile line with it (between the two quotes)
  12. Take the coordinates you got above - Image Link
    1. subtract 5000 to the X value in your coordinates that you copied earlier from the game... that is you MinX value
    2. add 5000 to the X value in your coordinates that you copied earlier from the game... that is you MaxX value
    3. subtract 5000 to the Z value in your coordinates that you copied earlier from the game... that is you MinY value
    4. add 5000 to the Z value in your coordinates that you copied earlier from the game... that is you MaxY value
  13. After you have edited the 5 lines in the config.json file, save it (you don't need to close it... though you should be done with it) - Image Link
  14. Run the VintageStoryDBToPNG application file in the same directory as the config.json file
  15. That should be it... the .png image file should be saved in the same directory as the config.json file and be named something like map_tile_0_0.png - Image Link

 

I hope this helps anyone overcome the hurdles that slowed me down! 

💬 SiiMeRAuthor, Aug 29th at 10:31 AM

@Wahazar

This is expected. The image manipulation methods in .NET don't support images over some size (I think it was 12k by 12k). 

So what I did was generate small chunks and then try to stitch them together. If it works, it works. If it doesn't, you have to stitch them together yourself. 

💬 Wahazar, Aug 25th at 3:00 PM

Unfortunately program crashed when tried to stich together map tiles (map size was above 40k blocks, I was travelling a lot).

System.ArgumentException: Parameter is not valid. at System.Drawing.SafeNativeMethods.Gdip.CheckStatus(Int32 status)

 

I guess there is issue with too short longint...

💬 Wahazar, Jun 23rd at 11:45 AM

It took me several attempts, but finally I was able to generate whole map.

Note to users not familiar with json: data path in config needs double slashes \\

💬 SiiMeRAuthor, Feb 21st at 8:53 AM

Hey

If you install the Medieval Map mod, you must re-explore every chunk to make the game repaint the chunks. I think referencing the game config to color the maps during exporting would be great, but I am not sure how easy that is. Maybe I will add it in a future version (kinda busy right now). The same goes for the default coloring of the background.

Thanks for the suggestion though!

💬 LittleJoe, Feb 21st at 4:42 AM

A suggestion:

It seems that by default, the export contains only chunks that have been explored, but for the purposes of stitching together several images into larger one, or layering images from several players into a larger one, would it be possible to have an option that fills the "empty" space up to the edge of the defined position edges? That way I can predictably export the same area from multiple maps and layer them, or step over another 10k in a given direction and stick that image right by the last one I exported.

anyways, amazing mod though!

💬 LittleJoe, Feb 21st at 3:49 AM

Heeeey again, so the exporting is working great for me! Awesome work! Only issue is I'm not getting the Medievil Map Mod colors, but instead the regular map colors. Is there a place to double-check the config for it? Does the program reference the game files at all for colors? I'm on 18.xx atm.

💬 LittleJoe, Feb 20th at 11:34 PM

Ahhhhh, okay, I just didn't use absolute coordinates, thanks 👍 

💬 SiiMeRAuthor, Feb 20th at 3:13 PM

Hey,

 

The error indicates that the coordinates you provided didn't have any map chunks in them.

 

Are the coordinates correct? Keep in mind that they need to be absolute coordinates, not the ones shown in the Map view. You can get the absolute coordinates of your current position by running the .cp aposi command in your chat. From there, you have to play around with the numbers a bit. 

 

Hope this helps!

💬 LittleJoe, Feb 20th at 12:00 AM

Hey Siimer, love the idea here! I seem to be having trouble running it though. I'm getting this error when running the exe: 

My config looks like:

{
  "MapFile": "C:\\Users\\[username]\\AppData\\Roaming\\VintagestoryData\\Maps\\3942d752-83f8-4729-903a-932f78b0ead8.db",
  "MinX": -6734,
  "MaxX": -7134,
  "MinY": 12087,
  "MaxY": 16087
}

 



💬 W4RD0, Feb 7th at 12:52 PM

Love seeing my city of Nova Cale in the thumbnail😊! Thank you so much for this SiiMeR! 💕

💬 SiiMeRAuthor, Feb 5th at 4:16 PM

This only works for areas you have already discovered. Basically, anything you see in the in-game map view is exported

💬 RubyGloom, Feb 5th at 4:10 PM

Does this reveal the map areas under the fog of war or only the areas you've discovered?

(edit comment delete)