[SUGGESTION/BUG][EDITOR] SL/L to NL conversion broken in the new 1.48B version

Started by IchoTolot, October 11, 2016, 08:26:01 PM

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IchoTolot

Converting SuperLemmini/Lemmini ----> NeoLemmix is now only really possible in the old editor version!
As the editor doesn't ask anymore which NL tileset to use. It tries to load a NL tileset named the same as the SL/L one, but it is often not the case that both tileset version are named actually 100% the same!
This results in a simple error message that the NL tileset was not found and no way of loading the level without renaming the whole SL/L tileset.
Here the editor tries to be smarter then me, but I know which tileset I need to use!
My proposal:
- When loading SL/L: The editor tells me the name of the SL/L tileset and then lets me choose from all included NL tilesets with which one I want to load the level.

I want to keep a proper SL/L ---> NL conversion even in the new editor as this is still frequently used by quite a few people (+ I want to convert DoveLems at some point ;))

Here the IRC discussion:

<Nepster>IchoTolot: Would it be possible that you write a NL post "How to load SuperLemmini into the NL Editor and how to best port level packs"? I would then make the post sticky.
<IchoTolot>I could do that Nepster
<IchoTolot>I will do that
<Nepster>Thanks.
<IchoTolot>I try to writ a topic tomorrow
<IchoTolot>which board would be the most fitting?
<IchoTolot>NL, SL, Other Projects or simply Level Design?
<Nepster>I think the main NL board, because currently loaded levels can only be saved in NL format.
<Nepster>So only NL users will be interested in this topic.
<IchoTolot>ok in the new editor this will be difficult
<IchoTolot>I have to use an old one for this
<IchoTolot>or I need the question from the editor which NL set to use
<IchoTolot>that how I did it before
<Nepster>Ok. Then we should perhaps wait a bit and ask namida first.
<IchoTolot>with Jamies stuff it recognised my city tileset automatically
<IchoTolot>but now even the standard sets are not recognised at once
<Nepster>Or you write your post for Editor V1.43 and namida adds how it is done in Editor V1.48.
<IchoTolot>when loading SL/L i need a check question which of the NL sets it needs to load
<IchoTolot>you cant
<IchoTolot>I load a dirt level and it says the tileset isnt there---> end
<Nepster>This sounds like a bug.
<IchoTolot>because its name Dirt (Orig) now
<IchoTolot>a better workaround would be    load SL/L ----> question which tileset to use
<IchoTolot>the uses knows best
<IchoTolot>user
<Nepster>And you cannot tell the editor the new name by modifying the style.ini in the styles//SuperLemmini folder?
<IchoTolot>maybe if i edit the level file itself but the workaround is too high in that case
<IchoTolot>as I said    load SL/L ----> question which tileset to use    would be the easiest
<IchoTolot>and most user friendly
<Nepster>As long as the editor tells you the name of the original SuperLemmini style, yes.
<IchoTolot>yes this would be good as well

namida

Hm, good point. In the past, it was fairly reasonable to assume that the graphic sets would have the same name between both; as neither had any guidelines on how to name sets, so the same name would generally just be used. Now, NeoLemmix has a guideline on naming sets, but SuperLemmini still lacks one.

I'll do something about this for the next update; most likely exactly what you suggested. :)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

namida

Added a further improvement on this:

In styles.ini, you can now give a graphic set an "alternate name". This name will never be used when saving, but can be used when loading. For example, if a graphic set was called "stuff" in SuperLemmini, but called "bob_stuff" in NeoLemmix, you could add "stuff" as an alternate name of "bob_stuff" and it would match the graphic set to "bob_stuff" even if the SuperLemmini file specified "stuff" as the set. This is especially useful when running a mass-convert. (This alternate name works not only with (Super)Lemmini levels, but also NeoLemmix ones, so you could use it if eg. you've changed the name of a graphic set.)

This currently can only be specified manually via the styles.ini file. I do need to make some kind of in-editor menu to handle modifying the data in this file in a more user-friendly way...
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)