Double post because I've finished the modifications: http://mm.reimuhakurei.net/SonLVL/SonLVL_MergedArtEditors.zip One thing I'm not too fond of is the chunk/block/tile lists are completely nonexistent at the default 600x600 resolution, because the editor controls take up all of the space.
Wow! You just made my favorite hacking utility even greater. I found this version to be much easier to use than the original. Being able to see the chunk and block that holds the tile I'm editing made it easier to see how I can make the tile fit in with the rest of the art. Being able to change the blocks on a chunk by just clicking on them made things a lot easier as well. I definitely recommend that you use this method of art editing in the main version once/if you're able to fix the bug you mentioned. Edit: One thing I'd recommend that you change is that when you change a tile on a block, it shouldn't reset its priority. Edit 2: Same with solidity when changing blocks in chunks.
I had some sort of reason for why selecting a block/tile from the tile list reset all the properties of the chunk block/block tile that would get drawn, but I suppose it makes more sense to not do that. I also added that double-click thing I mentioned earlier. The file has been updated.
I sent a bug report because why not. Loading a ini and trying to load a level in this new version doesn't work while the regular one I have works fine. (It's current as of the updater)
Fixed. Apparently selecting any chunk block causes the last selected chunk block's block index to be set equal to the currently selected chunk block's block index.
ok, this looks really awesome MainMemory. It definitly will make editing easier. I am curious as to how you will get it to work in smaller resolution though. Only thing I can think of is somehow resizing the entire GUI to accommodate it.
I've fixed the bug I mentioned in my last post, which reminded me why I had selecting a block from the block list reset the copied chunk block's properties to start with.
I haven't had time to try this out just yet, and probably won't have time until weekend, but from that screenshot this is looking very promising. Thanks for taking the time to implement these changes, I'll report back once I've given it a proper test.
I think that looks much better for SonLVL overall. Tho I haven't clearly taken a look at it yet. It may be more helpful.
I haven't ever used SonED 2 before, and I haven't had a chance to seriously use the new editor system, but after giving it a quick look, I feel it could be a vast improvement. Having the ability to select blocks from a full block palette, rather then the small, squished section that usually displays, should definitely be a vast improvement. Although I've always been a big fan of SonLVL, that compressed block selection was always a huge nuisance to me, and I'm very pleased to see that issue being addressed here. As for the editors being all in one space, I'll admit I never felt it was necessary, but it seems like it could be helpful for quick editing. Overall, I like what I see.
Is it possible to add a feature that allows you to remove chunks without messing up other layouts? one level I'm working with just happens to use all the available chunks, and while there are several I could happily delete, doing so would mess up the other acts. Obviously, having a sync feature on like this all the time would be terrible, but some sort of toggle would be nice. It might be kind of complex, but it would be a much appreciated feature.
You are far from the first person to request that, but trying to support partially shared chunk lists (some S3K levels) would be a nightmare, and if it only supports levels with identical chunk sets people might get confused why editing HCZ1's chunks breaks HCZ2's layout.
Partial chunksets really don't need to be supported, those obviously would be beyond the scope of the feature. As for potential confusion, just add a clear warning saying that it won't work on most S3K levels, similar to the warnings when deleting chunks/blocks/tiles. Most people work with Sonic 1 or 2 anyways, so the loss wouldn't be to large. Perhaps you could also add a menu allowing someone to select which layouts should have their layouts synced, to allow the user to cover fringe cases where multiple zones share chunks, like MTZ3.
SonLVL has no knowledge of the game's level/act structure, so your "fringe case" is more like "every case". The only ways to implement the feature are to manually specify all the additional layout files in the level info, or to have SonLVL automatically load all layouts from levels with the same chunk list.
I'd be perfectly okay with that limitation. It makes more sense to choose each time, at least to me. Just letting you choose from a menu which acts to sync makes more sense in the long run, anyways.