Hmm I couldn't do it. Besides, this could be easier in Blitz3d not visual basic. Unfortuatly I only am a 10 year old kid (not the sheep/goat kind of kid, ) so this is a bit complex for me. Anyway, maybe when I'm older, I'll dream on...cbloopy wrote:I don't know, maybe Clifford really is trying to create his own Editor or something, he seems to have disappeared for some days (weeks?) now.jdl wrote:Anything new lately by anyone?
Anyway, in case you're wondering, I'm still working on two things these days:
1) enhancements to the Editor
2) undocumented general commands
#1 is still at least a month away. #2 is something I've been working on the past week or so. I'm about finished with the document, and is now in the process of creating some test levels to demonstrate some of the CMDs. Probably another week away.
The Ultimate WA Editor Hex-Editing Topic! Take A Look!
- tyteen4a03
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Re: A BREAKTHROUGH! (cont'd)
Sorry 'bout the trouble, Geocity says it broke down and my hard drive stuffed up so I can't download it. Can someone post a link to somewhere else?cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]
So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
- Kabooms Rock
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It isn't a good question. You need a Level Exit with changeable ID and Active status.Kabooms Rock wrote:Can somebody make a level exit that will lead to one place when its activated and another place when its "deactivated".
If you already have that:
1. Make one "Active: Yes" and second one "Active: No". Give the same ID to both of them.
2. Use Command 3 (toggle objects with # ID number) and put exits' ID value in Data1.
3. Use FLIP GLITCH to place two exits at the same tile.
4. DONE!!!
Last edited by Pawelec on Mon Nov 16, 2009 2:18 pm, edited 1 time in total.
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"It isn't a good question?" What?
It's a reasonable question even if we can't do something like that. Back when we didn't even have the so-called "POW" magic it would have been unreasonable.
Also, for the method you gave; Instead of setting both arrows to the same ID, if you give one of them ID: 1, and the other ID: 2, for instance, you can have a bit more mobility with them. Using CMD: 1 with the ID of an arrow if they're the same ID will crash the game when you walk onto it (them?).
It's a reasonable question even if we can't do something like that. Back when we didn't even have the so-called "POW" magic it would have been unreasonable.
Also, for the method you gave; Instead of setting both arrows to the same ID, if you give one of them ID: 1, and the other ID: 2, for instance, you can have a bit more mobility with them. Using CMD: 1 with the ID of an arrow if they're the same ID will crash the game when you walk onto it (them?).
- Kabooms Rock
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In the editor I can't use cbloopy's upgraded wops , however I can use the wops cbloopy made that do not have the custom texture option.
so can somebody post a couple of chomper wops and scritter wops that do not have the selectable texture and instead have the link to the texture in theie coding. And please add the names of the file that each wop searches for.
Sincerely kabooms rock
so can somebody post a couple of chomper wops and scritter wops that do not have the selectable texture and instead have the link to the texture in theie coding. And please add the names of the file that each wop searches for.
Sincerely kabooms rock
He said command 3 though, to toggle it.Qloof234 wrote:"It isn't a good question?" What?
It's a reasonable question even if we can't do something like that. Back when we didn't even have the so-called "POW" magic it would have been unreasonable.
Also, for the method you gave; Instead of setting both arrows to the same ID, if you give one of them ID: 1, and the other ID: 2, for instance, you can have a bit more mobility with them. Using CMD: 1 with the ID of an arrow if they're the same ID will crash the game when you walk onto it (them?).
dlcs18
Wait.Kabooms Rock wrote:In the editor I can't use cbloopy's upgraded wops
When you downloaded the wops, what exactly did you do?
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Yeah, but then if you don't want either one to be active, you're stuck. Using CMD 2 (De-activate) will turn them both off, and then using CMD 3 will have them both on. Same with CMD 1, both arrows will be on, which means that the game will crash when you walk on them.dlcs18 wrote:He said command 3 though, to toggle it.Qloof234 wrote:"It isn't a good question?" What?
It's a reasonable question even if we can't do something like that. Back when we didn't even have the so-called "POW" magic it would have been unreasonable.
Also, for the method you gave; Instead of setting both arrows to the same ID, if you give one of them ID: 1, and the other ID: 2, for instance, you can have a bit more mobility with them. Using CMD: 1 with the ID of an arrow if they're the same ID will crash the game when you walk onto it (them?).
- Kabooms Rock
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I made a new folder c:/waeditorv096/custom and extracted the files into object presets and put the textures under custom. the wops work for the wops that you can't select textures for and instead have the custom texture they search for in the coding. but when I use the wops that allow you to select the custom textures in the editor my computer Mavs when I try to test the levels those textures are in.
You mean using the TextureName variable crashes WA?
Are you sure you're putting in the whole filename? For example, assuming the texture is at WA Editor v096 -> Custom -> Example.png, typing in just Example.png won't work, because the game doesn't know where it is. You have to type in "Custom/Example.png" for it to load.
If you're talking about something else, then I'm afraid I don't understand.
Are you sure you're putting in the whole filename? For example, assuming the texture is at WA Editor v096 -> Custom -> Example.png, typing in just Example.png won't work, because the game doesn't know where it is. You have to type in "Custom/Example.png" for it to load.
If you're talking about something else, then I'm afraid I don't understand.
- Kabooms Rock
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- Kabooms Rock
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- Kabooms Rock
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this model tweakercbloopy wrote:"Next day or two" has practically turned into a week, but here's a test adventure illustrating some fun ideas achievable by substituting one object's model for another. (Plus a few other "nonstandard" tweaks here and there.)cbloopy wrote:In the next day or two I'll create an adventure showing some more of the possibilities this opens up.
Highlight: gates and bridges aren't the only things that can come out of the ground/water......
[edit: added missing rainbowcoin custom texture]
- Kabooms Rock
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- Kabooms Rock
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I don't mean how to swap models i mean how do you swap a models logic.
thanks.
p.s. sorry if i do not get what you are trying to say.
thanks.
p.s. sorry if i do not get what you are trying to say.
Last edited by Kabooms Rock on Mon Nov 16, 2009 3:44 pm, edited 1 time in total.
- Kabooms Rock
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This is what i mean by model logic.mqdar wrote:Cbloopy has explained himself that there is no model adjuster available in the editor. He said that there is an adjuster to change a model's logic. To adjust the model, you need to create a new wop file and manually adjust the bytes at the start. It isn't very hard, actually.Qloof234 wrote:Hey, cbloopy, about this model adjuster...
When do you think you'll release the adjuster? I want to take a look at some... Experiments using it.
If you're not going to, could you PM me on how I should go about model switching? Thanks.
- Kabooms Rock
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