Mari0 SE level converter

Mapping related threads and questions go in here!
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Sašo
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Post » 20 Jun 2012, 14:42

The level converter is accessible at the following links:
  • Single map converter - open the map txt file, paste the contents into the form and submit. You will receive the converted map.
  • Batch map converter - zip up all map txt files (NOT INSIDE A FOLDER) and upload it. Almost immediately you will be prompted to download a converted mappack. Unzip into mappack folder and you should be done.
The converter provides basic functionality (for now at least) Things may break or be fixed at random (but mostly break).
Use at your own risk.

Old post below:
As you may already know, Mari0 SE release will bring some core changes to the save format to accommodate more entities and make editing easier, making old maps incompatible and likely to crash the game.

To make conversion of old levels easier, I'll be working on an online map converter. It will be released before SE is released so you'll be able to prepare your custom maps before the game is even released.

While it's planned to mimick exactly what the old format did, you MIGHT need to make small adjustments.



Once SE is out, this entire forum will be moved to archive subforums that will be created later. Once you'll convert maps, you'll create a new thread.

If you have any questions regarding the converter, post them here.

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JohnnyM21
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Post » 20 Jun 2012, 15:09

Thank you Maurice and Saso!

FaycalMenouar
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Post » 20 Jun 2012, 15:22

i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?

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renhoek
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Post » 20 Jun 2012, 15:25

FaycalMenouar wrote:i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?
I assume there wouldn't be.

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TheSeek
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Post » 20 Jun 2012, 15:49

Sašo wrote: If you have any questions regarding the converter, post them here.
Im not sure if this might help map makers, but could it be helpful to know what kind of changes SE and the converter imply? Not saying the specific changes, just a slight idea of them.
As example, if it changes(and im not saying it will) how tiles attributes are placed around the tile itself and how they work, just say it will without necessarily saying how it changes them.

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Flutter Skye
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Post » 20 Jun 2012, 16:13

not sure what that is but im think that will be great

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renhoek
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Post » 20 Jun 2012, 16:16

supermarioportal2 wrote:not sure what that is but im think that will be great
I'll try to give a simple explanation for you.

current maps will not work in SE
the converter makes them work in SE.

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Flutter Skye
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Post » 20 Jun 2012, 16:21

*this sentence is false don't think about it !*
Really ? I'm don't thinked about that !
Last edited by Flutter Skye on 20 Jun 2012, 17:23, edited 1 time in total.

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Lawnboy
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Post » 20 Jun 2012, 16:43

supermarioportal2 wrote:Really ? I'm don't thinked about that !
Please tell me you're joking right now.

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Sašo
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Post » 20 Jun 2012, 17:31

Do I really need to treathen with week long bans to keep you guys on topic? Questions.
FaycalMenouar wrote:i don't get it , we'll have to upload our mappacks into a website to convert them into a format that SE will be able to process ? is there going to be anychanges about the tiles and custom backgrounds/music ?
Custom tilesets, backgrounds and music aren't very likely to change. As far as uploading is concerned, I'll look into enabling batch upload (basically upload a zip and it processes all level files inside it) and providing a way to easily script it. I'll probably release the source code as well, so it can be used with commandline php too.
TheSeek wrote:Im not sure if this might help map makers, but could it be helpful to know what kind of changes SE and the converter imply? Not saying the specific changes, just a slight idea of them.
As example, if it changes(and im not saying it will) how tiles attributes are placed around the tile itself and how they work, just say it will without necessarily saying how it changes them.
Maurice prepared a document for me to know what kind of changes will be made and how the new format of it looks. I'll upload it somewhere once it's pretty certain there won't be (m)any more changes.

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RWLabs
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Post » 20 Jun 2012, 21:29

But why is the conversion necessary (as in, why are normal maps incompatible with SE? Was the old map-engine-thing unable to hold all the awesome at once?)?

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Sašo
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Post » 20 Jun 2012, 23:30

Because some entities which were 4 or more different before (like gel dispenser and lasers) were put into a single one as right click menu was improved. Also, some of the new entities use old entity mappings.

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Flutter Skye
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Post » 21 Jun 2012, 13:02

in my mod there is a map with many entities when my internet get's better i send you the normal map

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Sašo
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Post » 21 Jun 2012, 18:51

Map submissions won't be needed any more since pretty much all is tested to work.

And while maps of mods might end up getting through the conversion, the mods will need to be remade anyways.

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Superjustinbros
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Post » 21 Jun 2012, 20:14

Sašo wrote:Map submissions won't be needed any more since pretty much all is tested to work.

And while maps of mods might end up getting through the conversion, the mods will need to be remade anyways.
How will map submissions no longer be needed?

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Sašo
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Post » 21 Jun 2012, 20:32

I had a notice on the top of my post for entity heavy maps for testing. Converter is pretty much tested to work now.

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rokit
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Post » 21 Jun 2012, 21:23

Just to ask, will the thread by MrCytosine can be left alone or will it need some minor/major changes?

Maurice
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Post » 21 Jun 2012, 21:57

Nothing related to that thread was changed.
Only what's inside the .txt files.

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TurretBot
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Post » 22 Jun 2012, 18:45

So...
My entity free levels are SE compatible?
---
And also what do you mean archive?

FaycalMenouar
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Post » 22 Jun 2012, 18:59

Turret Opera wrote:So...
My entity free levels are SE compatible?
---
And also what do you mean archive?
by archive , he meant the .rar and .zip files , i guess .

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LightningFire
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Post » 22 Jun 2012, 19:14

What if a mappack has custom entities? Will it convert and load fine?

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Sašo
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Post » 22 Jun 2012, 20:32

Turret Opera wrote:So...
My entity free levels are SE compatible?
---
And also what do you mean archive?
If you use pipes, no, since that changed too. Otherwise it should be fine, but the new format allows for reducing map file size. Besides, converting the maps takes less than 30 seconds from start to finish using archive - basically you'll be able to zip up all the mappack files (or just level files, since others are ignored in conversion), upload them to the server, and as soon as the conversion is done, you'll be offered a download of the converted maps in a zip archive. It couldn't be any simpler.

LightningFire wrote:What if a mappack has custom entities? Will it convert and load fine?
Any entities that haven't changed will be ignored. However, if custom entities were to use same numbers as any new/existing entities, you could end up making a mess. Though with custom entities the bigger problem will be modding the game again since I doubt any of the mods will be compatible.

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Q Mark
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Post » 28 Jun 2012, 21:29

1. Just wondering about creating custom new tiles. Like the mirror or the one you can jump up through from underneath and stand on, Will we be able to make custom versions of those like we do the other types.

2. I know kind of old topic (fond elsewhere) but gonna ask any way. Will there be a moving red laser (it can move from one side of the screen to the other)?

3. Can you "ballpark" when SE might be released? If not, that's alright.

Maurice
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Post » 28 Jun 2012, 21:33

yes no no

FaycalMenouar
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Post » 29 Jun 2012, 02:38

Sašo wrote:Any entities that haven't changed will be ignored. However, if custom entities were to use same numbers as any new/existing entities, you could end up making a mess. Though with custom entities the bigger problem will be modding the game again since I doubt any of the mods will be compatible
.

ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?

pbalazs
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Post » 29 Jun 2012, 10:48

FaycalMenouar wrote:ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?
I guess the code will just be different, we can't say that it will be easier or harder.

You know what makes coding easier? If you know what you're doing.

FaycalMenouar
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Post » 29 Jun 2012, 13:06

pbalazs wrote:
FaycalMenouar wrote:ok , according to what you wrote , codes are likely to change ? does it make modding/coding easier or harder ?
I guess the code will just be different, we can't say that it will be easier or harder.

You know what makes coding easier? If you know what you're doing.
every coder does , and by easier or harder i meant if it was gonna be the same or not , looks like you answered my question .

Maurice
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Post » 29 Jun 2012, 13:56

No, the code for Mari0 SE is the same as the one for Mari0 1.6.
All the additions are made through the power of imagination.

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TheHamster400
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Post » 18 Jul 2012, 02:42

Is it possible that it will delete the mappacks?

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RWLabs
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Post » 18 Jul 2012, 03:20

But it's a map converter... why would it delete the original one? And besides, you could back up the mappacks if you want to be careful.

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Q Mark
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Post » 08 Aug 2012, 03:48

About the companion cubes: I know Maurice posted a pic of one being used on that new purple ("gravity") gel, but will the cubes work on/get covered in the other gels (blue,orange) like in the real portal games? I was just wondering partly because they aren't right now.

About the "redirecting cubes"?:
Image
Will this be in there as well?

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Turtle95
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Post » 08 Aug 2012, 04:00

Q Mark wrote:About the companion cubes: I know Maurice posted a pic of one being used on that new purple ("gravity") gel, but will the cubes work on/get covered in the other gels (blue,orange) like in the real portal games? I was just wondering partly because they aren't right now.

About the "redirecting cubes"?:
Image
Will this be in there as well?
Maurice said no to redirection cubes I'm certain. He said it's pointless in a 2D game. Think about it. You can easily use portals in 2D to move the laser. But then again what if the map doesn't have portalable surfaces and the creator doesn't want to use conversion gel?

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Q Mark
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Post » 08 Aug 2012, 04:27

Turtle95 wrote:Maurice said no to redirection cubes I'm certain. He said it's pointless in a 2D game. Think about it. You can easily use portals in 2D to move the laser. But then again what if the map doesn't have portalable surfaces and the creator doesn't want to use conversion gel?
That's what I'm thinking. That and what if you would have to redirect the lazer and use both portals for yourself to get through the level.

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popcan12
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Post » 18 Aug 2012, 21:24

How is the map converter's progress?

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renhoek
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Post » 19 Aug 2012, 02:23

I don't think knowing the progress of the converter is really important because even if it was finished now we still would have no use for it.

Maurice
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Post » 22 Aug 2012, 14:28

The converter was done over 2 months ago.

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popcan12
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Post » 22 Aug 2012, 16:25

In other words, you probably finished it one day after this thread was made (It's August, 2 months ago was June... wow).

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Sunset_Moth
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Post » 03 Sep 2012, 17:51

I use mods... What should I do?

FaycalMenouar
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Post » 03 Sep 2012, 18:03

bubba_nate wrote:I use mods... What should I do?
you have to wait for the makers of the mod to make a compatible version with Mari0 SE ( Special Edition )

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Sunset_Moth
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Post » 07 Jan 2013, 23:20

FaycalMenouar wrote:
bubba_nate wrote:I use mods... What should I do?
you have to wait for the makers of the mod to make a compatible version with Mari0 SE ( Special Edition )
Yes, but will I need to remove the custom entities, or will it convert them and SE just crashes?

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BlueSheep123
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Post » 17 Feb 2013, 09:12

Thank You Saso!

lovechild
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Post » 02 Jul 2013, 22:02

You know, it would be great for us mapmakers to have an image of the entire map without the UI or Mario in it. That way, if mapmakers wat to produce guides of some sort (as I am doing right now), they can quickly and easily get the panorama of their entire map instead of having to compile them by hand, which is an absolute pain in the ass.

Or, something more intuitive in-game, would be to place a level guide in-line with the maps available in the map pack selection screen. And locking maps with a password, or permanently locking maps so only the computer which made the file (along with a key which can be duplicated as to prevent total lockout from machine failure) would be nice.
Last edited by lovechild on 02 Jul 2013, 22:50, edited 1 time in total.

Camewel
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Post » 02 Jul 2013, 22:07

Locks on mappacks can and will be reverse-engineered.

Taking a screenshot of a full level can be achieved via modding rather easily, just change the width of the window in the main.lua and screenshot it.

lovechild
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Post » 02 Jul 2013, 22:52

Camewel wrote:Locks on mappacks can and will be reverse-engineered.

Taking a screenshot of a full level can be achieved via modding rather easily, just change the width of the window in the main.lua and screenshot it.
Didn't know that; Thanks! Though, it wold still be relatively nice to have an image of the entire map without the need to hack the game.

Actually, uhm, yeah, Windows users wouldn't even know how to do that. I assume I have to be in a Linux system or install the Love2D engine in Windows to bother. I'll try it in a Linux system in the near future.

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Qcode
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Post » 02 Jul 2013, 23:03

...
Last edited by Qcode on 21 Oct 2021, 18:20, edited 1 time in total.

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BobTheLawyer
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Post » 05 Jul 2013, 01:53

Qcode wrote:Or use this mod to change width while in game.
viewtopic.php?f=13&t=2738
Giving the ability to take good screenshots was the entire point of that mod, actually.
I'd really be happy if you used it.

Dynamor
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Post » 20 Oct 2013, 09:15

Sašo wrote:As you may already know, Mari0 SE release will bring some core changes to the save format to accommodate more entities and make editing easier, making old maps incompatible and likely to crash the game.

To make conversion of old levels easier, I'll be working on an online map converter. It will be released before SE is released so you'll be able to prepare your custom maps before the game is even released.

While it's planned to mimick exactly what the old format did, you MIGHT need to make small adjustments.



Once SE is out, this entire forum will be moved to archive subforums that will be created later. Once you'll convert maps, you'll create a new thread.

If you have any questions regarding the converter, post them here.
What' SE?

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weee50
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Post » 20 Oct 2013, 13:27

SE is the next version of Mari0.

Also, that was a bump. The last post was on July 5, leading to a 4-month bump.

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Mari0Maker
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Post » 20 Oct 2013, 14:00

The bump is okay because this was pinned, and he was asking a question.
Also, SE stands for "Special Edition."

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Superjustinbros
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Post » 05 Feb 2014, 20:33

Now that Mario SE's beta version is available, has any progress been made to the level converter?

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