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Better Level Editor v1.4: Undo/redo, copy/paste tiles...

Posted: 17 Jun 2012, 19:53
by pbalazs
By replacing the original editor.lua file with the modded one you can:
  • NEW Undo/redo with CTRL+Z / CTRL+Y - up to 5 steps!
    Image
    Tilewheel: select tiles with mousewheel more easily
    Hotkey for testing mode: F5
    Switch between tiles & entites: Q key
    Stay in testing mode after dying (get the modded levelscreen.lua!)
    Easily assign hotkeys to tiles and entities: press number key while mouse is over the selected tile in the menu
    Select the whole map with CTRL + A
    Move selected tiles by clicking on the selection with left mouse button
    Select multiple tiles by holding CTRL and clicking with the left mouse button
    Delete selected tiles with delete/backspace keys
    Copy and paste selected tiles by clicking on the selection with right mouse button
    Cut, copy, paste selected tiles: CTRL+X / CTRL+C / CTRL+V
    Save selected tile region for later use: CTRL + S. You can then select it from the level editor menu > tiles > objects. The data is saved to objects.txt in the mappack folder. To change object names, you have to edit the file directly. Objects.txt file can be shared along with tilesets to get predefined multitile objects ready for use in Better Level Editor.
    Keyboard shortcuts for your objects: hold CTRL and press the number keys.
    • Set paste mode dropdown to opaque to make empty tiles "overwrite" other tiles when pasting.
    • Change brush size with shift + mouse wheel and change brush width/height individually with shift + arrow keys
    • Scroll the map with ctrl + mouse wheel
    Replace all X tiles with Y tile by holding E + left click
Mappacks created with this mod are fully compatible with the unmodded version of the game.

DOWNLOAD v1.4:
Get the modded files: (Right click on link, then Save link or similar)
https://dl.dropbox.com/u/5831485/5/editor.lua
https://dl.dropbox.com/u/5831485/4/levelscreen.lua Get this too if you do NOT want to return to editor after dying in testing mode

(There may be bugs in it - save your map regularly!)

Loading previously saved multitile objects, then cutting and pasting back:
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Copy & paste:
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Brush size, tile switcher:
Image

Re: Mari0 Better Level Editor

Posted: 17 Jun 2012, 20:17
by DiamondPhoenix
Thats pretty nice!

How about an option to remove the bottom ground,
or a Replace feature that will replace grouped blocks when only a button is held + click
And replace EVERY blocks when shift+*button*+click. (It should replace evry single block that we want to replace in the entire level)

Re: Mari0 Better Level Editor

Posted: 18 Jun 2012, 01:49
by Maurice
pbalazs wrote:- scroll the map with ctrl + mouse wheel
You can use left and right arrow keys for that, too.

Re: Mari0 Better Level Editor

Posted: 18 Jun 2012, 09:48
by pbalazs
Maurice wrote:
pbalazs wrote:- scroll the map with ctrl + mouse wheel
You can use left and right arrow keys for that, too.
No shit?

It's just that while I'm using the level editor, my right hand is on the mouse and the left on the left part of the keyboard. It's uncomfortable to use the arrow keys for scrolling. At least for me.

Re: Mari0 Better Level Editor

Posted: 18 Jun 2012, 13:59
by Mari0Lu1g1
pbalazs wrote:I started to use the level editor and thought it was missing some features.
By replacing the original editor.lua file with the modded one you can:

- change "brush size" with shift + mouse wheel and change brush width/height individually with shift + arrow keys
- scroll the map with ctrl + mouse wheel
+ PROTIP :D Looking at the code I realized that you can "clone tile" by clicking on it with middle mouse button. Maybe it's a known feature, but I didn't know about it.

https://dl.dropbox.com/u/5831485/m/editor.lua

Any ideas to make it better?
What if you have a laptop? :I

Re: Mari0 Better Level Editor

Posted: 18 Jun 2012, 15:21
by Mr.Q.Marx?
Mari0Lu1g1 wrote: What if you have a laptop? :I
Plug in a mouse? I practically had to if I wanted to work on 3DS Max or even GTA: San Andreas (to stop the auto aiming bugging up) so it seems like a standard peripheral to use.

Re: Mari0 Better Level Editor

Posted: 20 Jun 2012, 10:28
by FaycalMenouar
what annoys the most in the level editor is that when you want to edit the castle you have to pick tile by tiles and it takes too much time . so maybe if you can take the hole castle and just put it in the level ? this also mids pipes and other "multi tiles" objects

Re: Mari0 Better Level Editor

Posted: 20 Jun 2012, 18:22
by Mr.Q.Marx?
FaycalMenouar wrote:what annoys the most in the level editor is that when you want to edit the castle you have to pick tile by tiles and it takes too much time . so maybe if you can take the hole castle and just put it in the level ? this also mids pipes and other "multi tiles" objects
I personally NEVER use a castle at the end of a level so this idea doesn't appeal to me. I'm sure it's a standard enough thing to want though.

Re: Mari0 Better Level Editor

Posted: 20 Jun 2012, 18:42
by pbalazs
FaycalMenouar wrote:what annoys the most in the level editor is that when you want to edit the castle you have to pick tile by tiles and it takes too much time . so maybe if you can take the hole castle and just put it in the level ? this also mids pipes and other "multi tiles" objects
Good idea, thanks. It would be fairly easy to implement by hard coding these multi-tile objects, but then it won't work for custom tiles. A better way would be to let the users define these objects - either in a file (like in the settings file of the mappack, or a separate file for it), or in game, in the level editor (e.g. you select a region and then save those tiles as an object). I'll think about it.

Re: Mari0 Better Level Editor

Posted: 21 Jun 2012, 02:26
by pbalazs
Updated the mod with the replace function: CTRL + click switches all tiles identical to the tile under the cursor to the currently selected tile.

I'm working on the objects thing.

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 11:21
by pbalazs
Tile selection:

Image

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 11:58
by FaycalMenouar
pbalazs wrote:Tile selection:

Image
what about that multi tileselection thing ?

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 12:19
by pbalazs
FaycalMenouar wrote:what about that multi tileselection thing ?
That's what I'm working on. You'll be able to select tiles like that and save them as a multitile object for later use.

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 15:06
by FaycalMenouar
ok , but after we build a level , and when we launch normal mario1.6.exe , there won't be any glitches right ?

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 22:47
by pbalazs
Of course it'll be fully compatible. I just change the way you build the level, not the level itself.

Also:
Image

Re: Mari0 Better Level Editor

Posted: 22 Jun 2012, 22:52
by FaycalMenouar
pbalazs wrote:Image
Holy shit man ! nice job

Re: Mari0 Better Level Editor

Posted: 23 Jun 2012, 12:13
by rokit
Maurice, add this!

Re: Mari0 Better Level Editor

Posted: 23 Jun 2012, 12:35
by FaycalMenouar
is there any way to do that from the custom tiles selection and not from elements that are already installed ?

Re: Mari0 Better Level Editor

Posted: 23 Jun 2012, 13:49
by pbalazs
FaycalMenouar wrote:is there any way to do that from the custom tiles selection and not from elements that are already installed ?
No, you can only copy existing tiles... well you could also edit the new objects.txt file directly. It'll be added to the mappack when you save a tile object (saving a tile object = selecting it, then ctrl + s)

Image

Re: Mari0 Better Level Editor

Posted: 23 Jun 2012, 14:19
by FaycalMenouar
wtf dude ! with this i can finish my Enc=hanced SMB 50 times faster , you are AWSome

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 14:25
by pbalazs
aaaand updated!

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 16:08
by LightningFire
I wonder how would SE look if pbalazs made some stuff....



*mindblown*

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 16:57
by pbalazs
Small update:
Added a dropdown to the level editor menu to select "paste mode". "Transparent" means empty tiles won't override other tiles when pasting. I've set this as the default mode.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 17:49
by Chris0neilson
Good Work.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 19:08
by pbalazs
Mod in action:

Image

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 20:44
by FaycalMenouar
pbalazs wrote:Mod in action:

Image
WTF ? ; how do you get that objects list ? it's empty , do i have to make it ? how ?

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 20:52
by pbalazs
FaycalMenouar wrote:WTF ? ; how do you get that objects list ? it's empty , do i have to make it ? how ?
pbalazs wrote:• Save selected tile region for later use: CTRL + S. You can then select it from the level editor menu > tiles > objects. The data is saved to objects.txt in the mappack folder. To change object names, you have to edit the file directly. Objects.txt file can be shared along with tilesets to get predefined multitile objects ready for use in Better Level Editor.
EDIT: here's the one I used in that gif, 0Brothers tiles and a few objects taken from the city-themed levels:
https://dl.dropbox.com/u/5831485/2/tiles.png
https://dl.dropbox.com/u/5831485/2/objects.txt

Create a new mappack and drop these files into its folder. The objects.txt files will only work with the associated tileset.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 23 Jun 2012, 21:15
by FaycalMenouar
and how do i use this option ?

Image

edit : never mind , i just found out how .

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 07:58
by Superjustinbros
I hope this enhanced editor makes it into Special Edition.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 15:51
by pbalazs
Superjustinbros wrote:I hope this enhanced editor makes it into Special Edition.
According to Maurice, it's not useful enough, and the keybinds are confusing.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 15:51
by jmv3597
May i ask, if you build a level in this, is it completely compatible with an unmodded version of the game?

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 15:53
by pbalazs
jmv3597 wrote:May i ask, if you build a level in this, is it completely compatible with an unmodded version of the game?
Yes, it was already mentioned that it's fully compatible.

Re: Mari0 Better Level Editor

Posted: 25 Jun 2012, 15:54
by LightningFire
pbalazs wrote:Of course it'll be fully compatible. I just change the way you build the level, not the level itself.
Too bad this isn't getting in SE.

EDIT: NINJA!!

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 15:55
by NickIAm
Pretty cool idea, sure your idea is the best i've ever saw...

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 15:59
by LightningFire
What about if you can select the 'objects' by mapping them into letters and numbers. Example: 1=Castle, 2=Building, etc.

Re: Better Level Editor: Select/Copy/Paste tiles, tile switc

Posted: 25 Jun 2012, 16:02
by pbalazs
LightningFire wrote:What about if you can select the 'objects' by mapping them into letters and numbers. Example: 1=Castle, 2=Building, etc.
You mean keybinds for the objects? Good idea, but the keys are limited, while the number of objects isn't. Maybe only 0-9 for the first 10 objects and find a way to change the order of the objects in the list...

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 00:22
by pbalazs
Update: "highlight effect" when saving tiles, more details in the default names for the objects, delete object button, keyboard shortcuts for objects 1-9 (press number key while holding CTRL), and you can rearrange the objects list to get desired shortcuts.

Renaming objects is still only possible by editing objects.txt file.

Image

I've had to use "U", "D" letters for the buttons because I didn't find up/down arrows in the graphics and I want to keep the mod a single file.

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 00:38
by pbalazs
Any more ideas? :D

How about configurable shortcuts for single tiles? What do you think, would it be useful? You could assign the 1-9 number keys without CTRL to quickly select the most used tiles. But maybe it's not worth working on it, I don't really know, I'm not a big map creator.

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 01:15
by FaycalMenouar
pbalazs wrote:Any more ideas? :D

How about configurable shortcuts for single tiles? What do you think, would it be useful? You could assign the 1-9 number keys without CTRL to quickly select the most used tiles. But maybe it's not worth working on it, I don't really know, I'm not a big map creator.
you should do it , since some us ( BobTheLawyer ) are lacking time to bluid levels , this should help out .
once again excellent work .
i'm learning how to code in lua & c++ with my couzin which is a specialist on c++ and knows few things about lua , i might help you out with some things , sooner or later .

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 06:03
by Cake
And that's why I have a folder full of many Mari0s; 0'Brothers, Mari0 MS, Mari0 XT, Mari0, and this amazing mod- which *would* replace Mari0, but it's a collection, eh?

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 18:45
by pbalazs
Configurable hotkeys for tiles and entities:

Image

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 21:07
by Mariobros2
Maybe add a "clear level" button(with a warning sign)?

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 21:22
by pbalazs
mari0bros2 wrote:Maybe add a "clear level" button(with a warning sign)?
I already added CTRL + A = select all. Then you can hit delete and done.
With this feature you can easily move or copy the whole map to another level too.
It'll be in the next release.

Re: Better Level Editor 1.1: Copy/paste tiles, tile switcher

Posted: 26 Jun 2012, 22:54
by Mariobros2
pbalazs wrote:
mari0bros2 wrote:Maybe add a "clear level" button(with a warning sign)?
I already added CTRL + A = select all. Then you can hit delete and done.
With this feature you can easily move or copy the whole map to another level too.
It'll be in the next release.
Thanks! That will be very helpfull.

Re: Better Level Editor 1.2: Copy/paste tiles, tile switcher

Posted: 27 Jun 2012, 01:07
by pbalazs
Mod updated: added tile hotkey and select all features.

Re: Better Level Editor 1.2: Copy/paste tiles, tile switcher

Posted: 27 Jun 2012, 04:52
by Sky
This. Is. EPIC.
Can I say more? No.

Re: Better Level Editor v1.21: Copy/paste tiles, tile switch

Posted: 27 Jun 2012, 16:06
by pbalazs
v1.21: few small bugfixes and improvements, and a new feature: move selected tiles with left click

Re: Better Level Editor v1.21: Copy/paste tiles, tile switch

Posted: 29 Jun 2012, 16:26
by samkostka
Electrical engineering: Pretty Smart
Gerneral Relativity: Pretty Fucking Smart
This: FUCKING GENIUS

too bad it's not in SE (at least it looks that way)

Re: Better Level Editor v1.21: Copy/paste tiles, tile switch

Posted: 29 Jun 2012, 22:20
by pbalazs
In the next release:

Tilewheel extending the default mousewheel function.

Image

Re: Better Level Editor v1.21: Copy/paste tiles, tile switch

Posted: 30 Jun 2012, 21:21
by DiamondPhoenix
This really great!
I have a suggestion:
Special object extention...
Mushroom platforms, pipes, and probably also also other custom objects can be extended specially... For example, the mushroom platform; You can extend the stem height, and the platform's lenght.
I amnot really sure how to explain this, but if you want me to do a video, then i will make one, since the NSMB editor uses this method in the tileset/objects editor.