Any chance of LoG 1 maps being able to port over?

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
Rubilax
Posts: 51
Joined: Mon Oct 13, 2014 4:56 am

Any chance of LoG 1 maps being able to port over?

Post by Rubilax » Mon Oct 13, 2014 5:02 am

Although I've been taking forever to do it, I've had a LoG 1 map in the works for well over a year or so now, and I'm wondering if there will be an option to port over my work. I imagine the editor will be similar, but I have no idea how possible this would be. If they can be automatically ported over, that would be amazing. I'm not saying I require this, but I'm at least a bit curious as to if this was ever thought about.

Either way I've already bought the game, looking forward to release :D

User avatar
petri
Posts: 1898
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Any chance of LoG 1 maps being able to port over?

Post by petri » Mon Oct 13, 2014 6:34 am

Not out of the box, but a clever modder should be able to make such a conversion tool. The dungeon files are text.

User avatar
Rubilax
Posts: 51
Joined: Mon Oct 13, 2014 4:56 am

Re: Any chance of LoG 1 maps being able to port over?

Post by Rubilax » Mon Oct 13, 2014 5:07 pm

Well it still sounds hopeful, thanks for the answer.

User avatar
thomson
Posts: 337
Joined: Thu Sep 13, 2012 9:55 pm
Location: R'lyeh
Contact:

Re: Any chance of LoG 1 maps being able to port over?

Post by thomson » Mon Oct 13, 2014 10:37 pm

petri wrote:Not out of the box, but a clever modder should be able to make such a conversion tool. The dungeon files are text.
Hear, hear ;)

Any chances for getting LoG2 version of scripting reference? ;)

I suppose it's not urgent and you have better or more urgent things on your plate. For the first month people will be (re)-playing the main story line anyway. :)
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources

User avatar
cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: Any chance of LoG 1 maps being able to port over?

Post by cromcrom » Tue Oct 14, 2014 7:19 am

Oh yes, definitely need those, to start fantasying about my systems :-)
Playing the game ? What a strange idea ! Lets MOD ^^
A trip of a thousand leagues starts with a step.

User avatar
Eldur
Posts: 35
Joined: Wed Oct 15, 2014 12:56 pm

Re: Any chance of LoG 1 maps being able to port over?

Post by Eldur » Wed Oct 15, 2014 4:23 pm

This would be so awesome... :)
Already thought about how it would be to play LoG1 within 2 with the new skill system :)

User avatar
SnowyOwl47
Posts: 148
Joined: Fri Sep 12, 2014 10:41 pm

Re: Any chance of LoG 1 maps being able to port over?

Post by SnowyOwl47 » Wed Oct 15, 2014 5:24 pm

I'm a very strong programmer in Objective-C So i could do some work on a converter :D
But the only sad thing is it would be for mac...

User avatar
SnowyOwl47
Posts: 148
Joined: Fri Sep 12, 2014 10:41 pm

Re: Any chance of LoG 1 maps being able to port over?

Post by SnowyOwl47 » Wed Oct 15, 2014 5:56 pm

SnowyOwl47 wrote:I'm a very strong programmer in Objective-C So i could do some work on a converter :D
But the only sad thing is it would be for mac...

I Have a mac and windows, but never done any coding in windows. I'm okay with java I could try doing that and it'd be for all platforms.
LOG1 Map Converter, might have to add some special features to make ti special though :D

User avatar
JohnWordsworth
Posts: 1387
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Any chance of LoG 1 maps being able to port over?

Post by JohnWordsworth » Wed Oct 15, 2014 6:30 pm

Suggestion: You might find it easiest if you use a Lua Interpreter and provide a Lua script that you can run. Off the top of my head you might just be able to define your own methods for things like "defineObject(...)" and just have it spit out the "new version" based on the parameters received. You would probably have to cover quite a lot of specifics to convert a dungeon file, but apart from the script entities (which will have code written specific to LOG1) the rest should convert across fairly easily.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.

User avatar
thomson
Posts: 337
Joined: Thu Sep 13, 2012 9:55 pm
Location: R'lyeh
Contact:

Re: Any chance of LoG 1 maps being able to port over?

Post by thomson » Sat Oct 18, 2014 12:28 am

How about writing this in a portable way? How about C++? Okay, it's maybe not the best language for text processing, but it's very portable. And can be later extended into other fancy stuff.

I have an early prototype that can convert parts of dungeon.lua from LoG1 to LoG2 format. It's not much, but you can at least load bare dungeon walls.
Anyone interested in joining forces on this one? Send me PM if you are. My terms are simple: C++, code is open source, hosted on github.
[MOD] Eye of the Beholder: Waterdeep sewers forum sources; Grimtools (LoG1 -> LoG2 converter) sources

Post Reply