It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
In non-GOG news, Grid Cartographer got greenlit !

Thanks for the votes and kind words.

I can go back to promoting this one instead now:
https://www.gog.com/wishlist/games/grid_cartographer
avatar
HiddenAsbestos: In non-GOG news, Grid Cartographer got greenlit !
That is good news, congrats :-)
Embarrassing admission time... I never realized when regions were implemented or what purpose they served. I have been creating new files for each region. How do I copy a region from one file to another? I have tried to copy/paste from one file to another in prior versions and had no luck. Am I overlooking something as obvious as I did with the region function? I dread the thought of having to duplicate all of that work by hand for the sake of one tidy .gct file per game.

Also, is there any demand for a dog-ear marker for tiles? For instance, on a tile that occupies a chest being able to place a dog-ear notation in, let's say, the top left corner where one could add an alphanumeric notation of one or two characters to quickly identify it. So one might notate it as "G2" and add details to it on a legend accompanying the map. I'm not sure how much work this would entail or whether it would require a new layer or not. While hardly necessary, it would be a nice addition at some point.

I've got to admit, it has been interesting watching Grid Cartographer mature from a modest yet functional program to the absolute wonder it is today. While many features are beyond the scope of my needs, it is always exciting to see what each new update brings to the table.

Also, congratulations on being greenlit, sir!
avatar
jdsiege: Embarrassing admission time... I never realized when regions were implemented or what purpose they served. I have been creating new files for each region. How do I copy a region from one file to another? I have tried to copy/paste from one file to another in prior versions and had no luck. Am I overlooking something as obvious as I did with the region function? I dread the thought of having to duplicate all of that work by hand for the sake of one tidy .gct file per game.
In the current version there isn't an import function, sorry. I will look at implementing this feature. The sticking point is how to handle custom tiles - merging or keeping them separate, what to do if the limit is reached, etc. Not insurmountable problems. Changes I've made for the latest version will make the task easier too.

avatar
jdsiege: Also, is there any demand for a dog-ear marker for tiles? For instance, on a tile that occupies a chest being able to place a dog-ear notation in, let's say, the top left corner where one could add an alphanumeric notation of one or two characters to quickly identify it. So one might notate it as "G2" and add details to it on a legend accompanying the map. I'm not sure how much work this would entail or whether it would require a new layer or not. While hardly necessary, it would be a nice addition at some point.
I think you can this already using the label or note features.

A label will allow you to write "G2" over the top of a chest and also let you add a legend at the side of the map. You could also use the note feature which adds a little red triangle in the top-right and when you roll-over the mouse you get "G2" (or any other text you want to include) in the top-left of the screen.

Here's a little example: [img]http://i.imgur.com/PPNwVAH.png[/img]

The room on the left shows a demo. I then made a copy, removed the label and added a couple of notes. The text in the top-left only appears when the mouse is over that tile - otherwise it's just shown as 'dog eared' I guess.

avatar
jdsiege: I've got to admit, it has been interesting watching Grid Cartographer mature from a modest yet functional program to the absolute wonder it is today. While many features are beyond the scope of my needs, it is always exciting to see what each new update brings to the table.

Also, congratulations on being greenlit, sir!
Thank you :)
And now, an announcement:

Starting with the next release (v4.0.4) I'll be ending support for 32-bit builds of Grid Cartographer. This will affect the Windows and Linux builds only; the macOS build has been 64-bit for all of v4.x.

This decision was made to reduce the time spent creating/testing builds, especially on Linux. Based on market share data showing that less than 7% of Steam users run a compatible 32-bit O/S (http://store.steampowered.com/hwsurvey, March 2017) this should hopefully not impact the majority of Grid Cartographer users.

If you have questions or feedback about this please let me know.

Apologies to anyone affected by this, I will refund you if you're no longer able to use v4, send me an e-mail with your order number.
Post edited April 08, 2017 by HiddenAsbestos
Grid Cartographer v4.0.4 is now available

Download: http://gridcartographer.com

Quite a big one, highlights are:

--- Fog-of-War ---
[*] Draw opaque hidden / fog tiles in several built-in styles.
[*] Export images with/without fog for players and Dungeon Master respectively.
[*] Works on both square and hex grid types.

--- Game Link ---
[*] New auto-tracking profiles for Wizardry IV and Wizardry VII.
[*] Notification that a game is detected for clearer operation.
[*] Option to quickly switch to split screen view and setup a new map.

--- Scripting (Preview) ---
[*] First giant step towards scripting support, powered by a customised version of Squirrel.
[*] Scripted data export. Built-in example provide exports tile maps to .CSV.
[*] Console window with a simple command line interface inspired by CP/M and DOS.
[*] 100+ pages of scripting documentation in PDF format.
[*] More scripting features will be added in future updates!
[*] Check out the new scripting forum for more scripts and help writing your own.

--- Enhanced Mesh Export ---
[*] Native support for Unity and Unreal Engine 4 via the .obj mesh format.
[*] Auto-scale to Unreal units.
[*] Material/sub-mesh splitting controls for more control.
[*] Meshes now include explicit Vertex Normals.

--- Streamlined theme selection ---
[*] Theme selection now has its own Setup menu page.
[*] Option to apply map theme (and fog) changes to all regions with one click.
[*] Automatically use the last selected theme and fog-style for new maps.

--- Grid Cartographer 4 now requires a 64-bit operating system ---
[*] 32-bit operating systems are no longer supported.
[*] This applies to both the Gamer and Pro editions.

--- Many bug fixes ---
[*] Greatly reduced CPU usage on Linux and macOS systems.
[*] Linux version now has partial support for HiDPI displays.
[*] Restored the clipboard preservation behaviour of older versions.
[*] Allow some keyboard shortcuts to work in the file menu (such as load and
save).
Post edited May 05, 2017 by HiddenAsbestos
avatar
HiddenAsbestos:
Is there a current up to date list of automapped games for v4?
avatar
HiddenAsbestos:
avatar
ShadowWulfe: Is there a current up to date list of automapped games for v4?
Yup, it's on the compare page: http://gridcartographer.com/compare/

EYE OF THE BEHOLDER [DOS]
FORGOTTEN REALMS: UNLIMITED ADVENTURES [DOS]
MIGHT AND MAGIC [DOS]
MIGHT AND MAGIC II [DOS]
MIGHT AND MAGIC III [DOS]
POOL OF RADIANCE [DOS]
WIZARDRY [DOS]
WIZARDRY II [DOS]
WIZARDRY III [DOS]
WIZARDRY IV [DOS]
WIZARDRY VI [DOS]
WIZARDRY VII [DOS]

I've also started on Bard's Tale [dos] but it's early days yet.

edit: To be pedantic so as to avoid disappointment - your progress is auto-tracked not mapped - it only tracks where you are, where you're facing - it expects you to want to draw still but it really helps to have a point of reference. In order to get an auto-map you will need to load in a complete map, of which there are a few on the download page.
Post edited May 05, 2017 by HiddenAsbestos
avatar
HiddenAsbestos:
Nice! Besides the interface being difficult to get around, getting lost in Wizardry 6 (my handmade maps are just garbage) was really the big blocker for me.
Whoot! Just found out there was an update -- the program has been opened for several days running, so I didn't get the notification until I rebooted my comp today.

Tried importing old maps as regions in new files, and while it doesn't preserve custom tiles (a small price to pay) and I have to copy paste each individual floor (better than nothing), it went off without a hitch. I just had to bump each map up once and left once. A thousand thank yous! This will save so much time in trying to update and organize everything!
Post edited May 06, 2017 by jdsiege
avatar
jdsiege: Whoot! Just found out there was an update -- the program has been opened for several days running, so I didn't get the notification until I rebooted my comp today.

Tried importing old maps as regions in new files, and while it doesn't preserve custom tiles (a small price to pay) and I have to copy paste each individual floor (better than nothing), it went off without a hitch. I just had to bump each map up once and left once. A thousand thank yous! This will save so much time in trying to update and organize everything!
Great. I hope to implement a proper import feature eventually, glad you managed with the workaround in the mean time :)
On Saturday it'll be 4 years since Grid Cartographer v1.00 launched. To celebrate I'm running a sale. 25% off new copies.

http://gridcartographer.com/buy/

Thanks to everyone who has supported this project over the past four years!
Post edited June 01, 2017 by HiddenAsbestos
avatar
HiddenAsbestos: On Saturday it'll be 4 years since Grid Cartographer v1.00 launched. To celebrate I'm running a sale. 25% off new copies.

http://gridcartographer.com/buy/

Thanks to everyone who has supported this project over the past four years!
Bump. (I have bought Gamer Edition.)
For everyone else, here's v4.0.5: http://gridcartographer.com/download/

This is mostly bug fixes as I want to stick to a one-month release cycle. The bulk of the work has been behind the scenes making the file selectors handle multiple file formats, not very exciting at the moment but it opens the door for future work.

avatar
kbnrylaec: Bump. (I have bought Gamer Edition.)
Thanks! twice!
Post edited June 01, 2017 by HiddenAsbestos
v4.0.6 free update is now available for all platforms: http://gridcartographer.com/download/

Key new features are:
* Custom tile groups - select multiple with CTRL and right click > New Group.
* Merge files / Export single regions.
* Hide tabs on region bar with new right-click menu
(very useful to reduce clutter in the 'Might and Magic' series, etc.)

- enjoy!