How to: Convert maps to the new Editor V5

How to: Convert maps to the new Editor V5

Brushes and shapes have received a major overhaul that is not fully compatible with the old brush and shape mechanics.



To make sure that all your existing maps stay accessible and unaffected by the update, we have released the new features as a separate version.
  1. Opening your existing maps will use the previous version.
  2. You decide if you want to convert a map into V5.
  3. New maps will automatically use V5.
  4. To make sure that the transition is as smooth as possible, we are offering the option to create new maps in the old version as well.


CONVERTING MAPS TO V5

When you create a new map it will automatically use V5, but old maps will still open in the previous version. 
To bring them into V5 you have to convert the map using the “Convert to V5” in the context menu of your map.


Our update script will do its best to convert your old brushes and shapes, but especially for maps with extensive use of brushes, there can be problems converting. 

To help you with the conversion process we are offering two options:
  1. Hide all existing brushes. This will keep all brushes, but sets them to “hidden” in your layer list. You can then manually make each brush visible one by one and adjust them to fit your map. Please note that this might be more than your browser can take and can lead to WebGL giving up. 
  2. Delete all existing brushes. This will remove all brushes from your map. By this you will have the full performance and stability on your map, but you will have to redo all the brushes.
  3. Stay in the old version. If you are unsure whether you should convert your map, you can always stay in the old version.


REACTIVATING BRUSH LAYERS IN V5

In some cases converting a map to V5 can cause WebGL to crash if there are too many brush layers on the map at once.
To prevent a map from crashing on load, we are setting all brushes to hidden. 
  1. You can find your brushes now in the layer list together with your props at the bottom of the list. 
  2. Manually activate each brush to see if WebGL can deal with the newly converted brush layer.
  3. If WebGL crashes (indicated by the whole stage going blank) reload the page and delete that specific brush stroke.
  4. As long as you don't save the map, it will remain in the old version, so you can safely undo changes and delete brush layers until you are satisfied.



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