How to import an MV project to MZ?

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So I want to port my MV project to MV and then of course fix whatever needs to be fixed.

I am unsure of how to do this. Any help would be greatly appreciated :)

I am not using any plugins with my MV project, so that shouldn't be an issue.
 

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file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/RPG%20Maker%20MZ/help-en/index.html#t=01_01_01_02.html&rhsearch=convert&rhhlterm=convert%20converting%20converted

Check this part of the documentation out, it should explain how.
 

jjraymonds

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file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/RPG%20Maker%20MZ/help-en/index.html#t=01_01_01_02.html&rhsearch=convert&rhhlterm=convert%20converting%20converted

Check this part of the documentation out, it should explain how.

I haven't bought MZ yet, anyway that I can view this without having to buy MZ?
 

ZainWD

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The important parts of the rest of it say to just copy the data folder from MV to MZ, which is surprisingly simple. Image asset standards are the same as MV as well, so you won't have to really adjust those. Though there's a few things to keep in mind
  • Don't being animations.json over to MZ as MZ uses particles, just use the RTP one from MZ
  • If you're transferring image assets, then when transferring over the system folder don't transfer ButtonSet.png, Damage.png, Loading.png, or MadeWithMv.png
  • The fonts folder only needs the font files and not gamefont.css, because fonts are now configured in the database.
 

Shaz

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You can view the help file even if you're using the trial version.
 

agsteiner

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file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/RPG%20Maker%20MZ/help-en/index.html#t=01_01_01_02.html&rhsearch=convert&rhhlterm=convert%20converting%20converted

Check this part of the documentation out, it should explain how.
Thanks! That was easy! For my (fairly trivial, no custom JS code, no plugins) games this worked 100% perfect. All maps, events are fine.

The only thing I haven't got was that I can remove the "made with MV". I did (okay, I did after running the game) and got an internal error because the asset is not there...
 

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Thanks! That was easy! For my (fairly trivial, no custom JS code, no plugins) games this worked 100% perfect. All maps, events are fine.

The only thing I haven't got was that I can remove the "made with MV". I did (okay, I did after running the game) and got an internal error because the asset is not there...
I don't know exactly what is causing your issue, but I ran into some issues when I tried migrating my project over to the MZ trial. I migrated some things I shouldn't have

What I did was just straight up create a new MZ project again... and then made sure migrate everything correctly- and then it seemed to work.
 

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The only thing I haven't got was that I can remove the "made with MV". I did (okay, I did after running the game) and got an internal error because the asset is not there...

Did you copy over the Made with MV plugin? That's the only thing that should be referencing that image. If you don't copy the plugin, you shouldn't have that error. You could also just replace the image with your own splash screen and not really care much about what it's called.
 

Quexp

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This is wonderful! I have a dedicated Maps file and an Events template so not having to redo all of that is super nice. :stickytongue:
 

tenac666

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How its possible to convert all custom plugins from MV to MZ ?
 

Aerosys

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MOG? Yanfly?
Yanfly is working with Visustella to release MZ plugins. I cant link on my phone but just google Visustella MZ plugins. For Moghunter, I heard some rumors he will convert his plugins, but I dont know yet.
 

poorrabbit

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It's worth noting that some MV plugins, especially plugins that DO NOT draw windows, work in MZ. The simpler the better, but sometimes it's worth a try.
 

moenimael

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is it possible to import a game from MZ to MV or VX
 

Andar

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is it possible to import a game from MZ to MV or VX
no
each engine added functionality that did not exist previously.
so it is sometimes possible to load the lower capacity project into a newer engine (sometimes with a lot of problems depending from where), but it is absolutely impossble to go backwards.

the program would have to erase data that is in the later projects, and that would make things unusable - for example the MZ has three layers manual mapping, VX has two layers automated mapping. Nor only would one map layer be completely missing (resulting in a lot of tiles missing), the existing layers would also be jumbled because they might contain the wrong tiles...
 

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