Dev Tutorial [Editor] Converting a map to use World Coordinates


An Orange Bus
Dec 10, 2015
I have realised that twice now I have headed up tutorials with a statement saying that your map must be using real-world coordinates, but not actually explained how to make it so... Let's fix that.

To aid with building highly-accurate real maps, you can make your map's coordinate system be based on the actual location on the globe, thereby enabling you to use aerial imagery and DEM data to get everything in it's place. This can be done through a dialog in the Editor itself and generates a copy of the map with world coordinates, keeping your original map unchanged.

The first step to giving you map it's place in the world is to find out where that place is. To do this, go to to Google Maps and search for the place you want your coordinates to be based from, likely one of the end points of your route. If you now look at the url bar of your browser, you should see a section like this:
What you want is the first two numbers, in this case 51.389500 and 30.0969502; these are the latitude and longitude of the centre of your screen on the map, which when you search for somewhere, is that place. Make a note of these somewhere, making sure you keep the signs the same.

The next step is to ensure you have "Load whole map at start" enabled in your settings and to load your map in the Editor.
With your map open, go to "Map" and then "Convert to World Coordinates..." in the top left. You should see a dialog box open, into which you can enter your latitude and longitude you noted earlier:
The "Elev-Offset" field should normally be set to 0, but can be set to another value if you would like to shift all of your DEM terrain up or down by an amount (could be useful if you are converting an existing map built at height 0 to use DEM terrain higher than sea level).
The "New Directory" field is where you enter the name of the map folder you would like your map to in (to which "(World Coordinates)" will be added). You can always rename your map folder later, so this field can be set to whatever you like.

The next step is to click the "Start Conversion!" button, followed by "Ja" to confirm that you are absolutely sure you do really want to have a map with real-world coordinates.
If you have chrono events in your map (which is unlikely unless you are converting someone else's map or are an experienced user of the editor) you will receive this scary warning message instead:
I have just tested this on Grundorf and although all of the changes made by chrono events seemed to carry across, the events themselves were no longer present and all changes were merged into the main event. So be careful when converting maps with Chrono events, it is likely to be better to remove them first.

You will then see an Omsi loading screen for a short while as each of the tiles gets converted, after which a helpful Conversion Log dialog will appear:
This will show any errors that have happened during the conversion process, which usually is none, like the above. You can then close this dialog and you have a new map identical to what you started with, but with real-world coordinates. :)

Once you have verified that all is working well in your new world-coordinates map, you can safely archive or delete the previous version of your map and rename your new map without the extra "(World Coordinates)" text.
Happy mapping! :D