VX Ace to MV Converter

Discussion in 'RPG Maker MV' started by Shaz, Oct 1, 2015.

  1. DaneReid

    DaneReid Musician Veteran

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    @Andar Yup, I'm 100% sure. Maps wasn't converted, Database wasn't converted, I didn't have any scripts so that's not a problem. It does sound weird especially when you put it like that but none the less nothing changed. When I open the project it still starts up as if I created a new project.
     
  2. Andar

    Andar Veteran Veteran

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    @DaneReid as I said that is technically impossible. It isn't simply weird, it cannot happen that way.

    The only way that could happen is if either the copy/overwrite was cancelled or if you accidentally opened a different project.

    There are ways how those mistakes can happen, for example if you have a filewatch or a versioning system active (for example if your project is in a cloudfolder and the synchronisation overwrote the wrong file when sync'ing with the internet cloud).
    Or it could be that the editor didn't open the correct project (for example steam has a problem with transferring opening arguments, if you doubleclick a project file then steam can ignore that project and the editor opens a previously last opened project instead of the doubleclicked one).
    In the last case, you need to go to the open command in the menu after launching the editor any manually select the correct path again.

    But it is absolutely impossible to open the old database after the project datafiles have been correctly overwritten.
     
  3. DaneReid

    DaneReid Musician Veteran

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    @Andar Just got it to work actually. I just deleted the new rpg maker mv project i made and created a new one.

    Thanks for your help!
     
    Last edited: Jul 11, 2017
  4. Shaz

    Shaz Veteran Veteran

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    I have made a couple of small changes to the converter script that might have some big results for anyone who still uses it.

    The original script put all of the upper layer tiles onto the 'bottom' of MV's two upper layers. That meant, if you wanted to draw another tile on top in MV, the original one would disappear. Version 2.0 fixes that - upper tiles are drawn onto the 'top' of the two upper layers, so if you draw another tile over it in MV, the original tile will now shuffle down to the 'bottom' upper layer and not disappear.

    In addition, version 2.0 converts all those decoration events to tiles. If you placed an event in Ace and used a tile image, the converter will place the image onto the map as a tile, and remove the event. This will only be done if the event was created solely to add an extra tile layer. If the event has more than one page, any event commands, or any conditions, it will still be converted as an event. But if there is the tile image and absolutely nothing else, it'll be converted as a tile and not an event.

    Version 2.0 is available from my pastebin and in the first post in this thread. Version 1.0 is still available from the original post.

    If you already have an MV project, make a backup of the data folder before you use this script and overwrite the files.
     
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  5. tcb2086

    tcb2086 Villager Member

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    Hi Shaz,

    Thanks for making this, it certainly saved me some time in the conversion process however just wanted to let you know I did run into some issues using it. Seems like a problem with common events because that's the only json file that is empty after receiving some error messages. I deleted everything out of my project (copy) leaving only a single map with no events and the common events still fail to convert. Either way it still saved me a lot of time remaking maps and creating variables.

    Thanks!
    Tcb2086
     
  6. Shaz

    Shaz Veteran Veteran

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    My guess is that you have something weird in your common events file. I'd be happy to take a look, if you'd like to zip up your Ace Data file and send to me.
     
  7. tcb2086

    tcb2086 Villager Member

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    Ok! I have already converted everything manually that didn't go over automagically, so no need to fix it on my behalf, however I felt I at least owed you some feedback to help improve the converter after it saved me so much time. Zip File is available if you want to check it out.

    If nothing turns up in those I could send the partial project I was testing the converter with last, it may be the error happens before it reaches common events and thus it is empty, however it seems mostly everything else did convert successfully.
     
  8. Shaz

    Shaz Veteran Veteran

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    That's a bit strange - I put your file into my Ace project, ran the converter, pulled it into MV, and it opened fine. All the common events have converted perfectly.

    I was making the assumption that your error messages happened when you tried to open the project in MV. But maybe they happened when you ran the converter in Ace? Common events are converted towards the end of the database (it does them in the same order as the database tabs) but before the maps. So there is no reason all the database tabs before would convert, and all the maps would convert, but the common events won't. I wouldn't mind taking a look at that project with all the maps except one removed.

    I do know there's an issue with skills if you originally started your project in VX and then used a converter (don't recall the name) to convert it to Ace. It puts a hash into the damage formula which causes an issue (don't recall if the converter crashes, or if it works but you can't open the file in MV). Is there any chance your project was started in VX and then converted to Ace?
     
  9. Poppie360

    Poppie360 chocobo wrangler Veteran

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    @Shaz i've tried to use this and i had gotten some errors, it wouldn't convert all the way. it would just hang at the scripts part of the conversion. can you possibly help me to figure out what's going on?
     
  10. bgillisp

    bgillisp Global Moderators Global Mod

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    You may have to delete some of your scripts before the conversion will go through. I had to remove Yanfly's enemy levels and Yanfly's doppleganger scripts before it worked for me.

    Just be sure to make a backup of your project before doing this!
     
  11. Poppie360

    Poppie360 chocobo wrangler Veteran

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    thanks, i'll have to try this when i get the chance. there are a few scripts that i couldn't find equivalents for mv. and not to mention the tons of maps i have that i need to convert XD
     
  12. bgillisp

    bgillisp Global Moderators Global Mod

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    Just remember, this program does NOT convert the scripts. It only converts your maps, database, and events. All scripts you'll have to replace with MV equivalents.
     
  13. Poppie360

    Poppie360 chocobo wrangler Veteran

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    well crud
     
  14. Shaz

    Shaz Veteran Veteran

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    Yes. This program ONLY converts what is in the Data folder, and only what is standard with RTP (if you have scripts that create their own .rvdata2 files in the Data folder, they will not be converted).

    Does it give you any error messages? That would help.
     
  15. Matt Eagleson

    Matt Eagleson Warper Member

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    hello im having problems even getting it to run. i get an errror message " Script '' line 16: NameError occurred. uninitialized constant DEGICA::CONVERT::DataManager ". i would love to use this to convert my project.
     
  16. Shaz

    Shaz Veteran Veteran

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    Did you put the script below Materials and above Main?
     
  17. Matt Eagleson

    Matt Eagleson Warper Member

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    worked flawlessly thank you. Not only for the reply but it worked all my data :D
     
  18. goldcut

    goldcut Warper Member

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    This is a godsend. Now I actually may try converting big projects.

    While for obvious reasons script calls won't be converted, I am wondering if you may add options for the user to force a conversion. Say there are script calls for Yanfly Engine and as there are corresponding MV versions of them, it may be directly converted. e.g. Script call require_actor(1) in Ace is (mostly) the same as plugin command RequireActor 1 in MV with Yanfly party system.

    For a first step ignore the parameters and treat the entire script call as one single string would suffice. I would like to replace all ats_all( :paragraph_format, false) script call (I added a space between ( and : ) with plugin command DisableWordWrap (and other similar replacements) for now, so it's pointless to keep the parameters.

    Thank you for your great contribution anyway.
     
    Last edited: May 3, 2018
  19. Shaz

    Shaz Veteran Veteran

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    Sorry - that is a no, for many reasons which I won't list unless you really want me to.
     
  20. goldcut

    goldcut Warper Member

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    Ah OK, guess I'll run a batch replacement myself.
     

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