I. Custom Textures For Existing Objects
(Completely replenished in 10.2)
Earlier editor only had official support for JPG textures. But now we have did some changes, you can use normal as well as transparent textures.
All types of textures are required to be put in UserData/Custom/Objecttextures folder. You can store textures in JPG, PNG, DDS, TGA, BMP formats. You can also put textures in other folders but it is highly recommended to store textures in this folder for consistency.
A. Texture without transparency: Using them is easy. Most of the objects from 10.2 now have additional "Texture" adjuster in their end. The default is usually "None!". Simply click on that adjuster and you will be asked to enter TextureName. Now you can either type the whole location of texture from editor folder with extension or begin with "?" and type the name of texture with extension and game will redirect to UserData/Custom/Objecttextures (recommended way). If the specified texture doesn't exist, game will revert to default texture.
B. Texture with transparency: Blitz3D has some problems dealing with transparent textures so you may have to do a complex work in order to get transparent textures into work.
1) Create your original texture with alpha map you want to use and save it as [NAME].ext (ext=PNG, TGA or DDS, e.g mychomper.png)
2) Create a second texture which has alpha channel extracted from the original texture with all except pure white (255,255,255) set to pitch black (0,0,0), and save it as [NAME].mask.ext (ext=PNG , TGA or DDS, e.g mychomper.mask.png)
3) Now in the editor, type [NAME].ext (ext=png, tga or dds, e.g mychomper.png) following the steps given in A and you're done.
II. Custom Models
(Completely replenished in 10.2)
Did you know WA Editor also supports Custom Models?
However, since the starting, the custom models were only supported in one extension for models which is 3ds and one texture which is jpg.
So now we have added the feature of using B3D and X models as well as using BMP, PNG, TGA and DDS textures.
How to use? Place the model file [NAME].ext (ext=3DS, X or B3D) and texture file [NAME].ext (ext=JPG, BMP, PNG, TGA or DDS) in UserData/Custom/Models folder. Now in editor, select CustomTex in CustomModel category and enter [NAME] in "Model" field. You can also store textures in other part and type "/" to go to root directory of editor but this is NOT recommended.
If you wanna use transparency with the png, tga or dds textures, then you need to follow the steps given in B of section II. In the editor, you simply have to enter [NAME] to load model and it will be textures with your texture. Also note that the editor loads models in following order: X, B3D and 3DS. It loads textures in following order: DDS, PNG, TGA, BMP and JPG.
There's also a "Texture" field. It works same as given in Section I i.e allow you to texture the model independently. If you put "!None" in this field game will search for texture along with model, but if you fill something then game will not use texture with the model but use the texture given in "Texture" field.
There's also an older way of v3.00 to use models which is only recommended for compatibility with older versions of editor. Other than that, it is recommended to use the new method. You can view MS tutorials to use it. It requires "custom.wop" which may be in your CustomModel category. However do note that it has many limitations like you are only limited to use JPG textures and also cannot you apply new textures to model apart from what is available along with model (see above).
III. Hub Builder GUI
(Introduced in pre-OpenWA releases)
Now you can create hubs with a special GUI prepared for Hubs. This GUI has following components:
A. Hub selection screen: It is similar to adventure select screen. Here, you can enter a new file name for your hub, edit or delete existing hubs, just like adventures.
B. Hub Main Screen: This is the main place for your hub. Here you can enter title and subtitle of the hub, as well as configure your main hub adventure and other adventures used by your hub.
1. Entering the Title and SubTitle of the Hub: Title of the hub is the text that appears in the hub selection screen in player. You MUST set a title for a hub. SubTitle is the optional text which appears when you select a hub in Hub Selection screen in the player.
2. Managing Adventures: Now comes our main work of managing the adventures! You can select adventure number or "Hub" slot from the Adv# column in the left. Clicking on number# or Hub will take you to the Hub Adventure select screen where you can select an existing adventure or make new adventure. Once done, the number# or "Hub" will be lighted meaning that this slot is already filled with an existing adventure.
Once the slot is filled then you can select it to edit the adventure, replace the adventure with another one or delete the adventure. Adventures are saved in UserData\Custom\Editing\Current\Adventures. Therefore, an adventure can be used in more than one hub.
3. Four ways to exit:
a. CANCEL+EXIT: Cancels the current configuration and gets back to adventure select screen.
b. SAVE+EXIT: saves the current configuration to UserData\Custom\Editing\Current\Hubs\[NAME]\hub.dat
c. BUILD+EXIT: builds your hub with current configuration copying your hub, adventures, logos (if exists) to the required locations so you can play/test your hub. It also saves your current configuration and gets back to adventure select screen.
d. COMPILE+EXIT: compiles the hub with current configuration into a *.WAH file in Downloads Inbox and Downloads Outbox folder in UserData\Custom that can be uploaded in the forums. It also saves your current configuration and gets back to adventure select screen.
C. Hub Adventure Select Screen: It is also smilier to adventure select screen. Here you can select any adventure to add to your hub or create now adventure for your hub.
D. Adding Hub Logo (optional): This has to be done manually. Hubs can have two types of logo: one logo with name "hublogo.jpg" which appears when you select the hub in the hub selection screen in player. Second logo, with name "wonderlandadventures.bmp" is the logo that appears in the adventure title screen. Place any one of these files or both of them in UserData\Custom\Edition\Hubs\[NAME] folder. After that, whenever you will build or compile the hub, these files will automatically be verified and compiled/copied.
IV. WA Editor Settings Screen
(Introduced in 10.1.0)
Now the editor has brand new Settings screen for setting different options related to the editor!
Currently, following options are supported:
1. Graphics: You can either set editor to be in windowed or fullscreen mode.
2. Editor UI: The main editor 3D UI is available in two user interfaces: the first is brand new user interface developed by HumanGamer (which is shown by default) and the second is the good ol' screen you're equipped with!
3. Use Old Level Format (Advanced): forces the editor to save levels in old format so it can run in older versions of WA Editor (highly not recommended unless you really want to do so!)
4. Custom Content Compiling: If you enable this, all the custom content used by your adventure/hub will be copied into "<FILENAME>_content"
folder in UserData\Custom\Downloads Outbox folder while compiling. You can also initiate this action by just CTRL + click on "COMPILE + EXIT" button in adventure/hub master screen (even if the option is disabled )
5. Font: You can now use custom font for editor screen. Fonts are to be stored at Data\Fonts. If you want you can use the already shipped GNU Free Mono font, by typing FreeMono instead of Default.
V. WA Editor New Commands
Here's a list of new commands in WA Editor:
Command 14: This command changes the music of the current level. Data1 is the music track number to change to.
Command 15: This command charges the magic glove with a magic. Data1 is the colour of the magic (0 for Floing, 1 for Pow and so on) and Data2 is the number of charges to give to (must be between 1 and 9 both inclusive)
Command 16: This command changes the focus of the camera into any other object. By default, the camera focuses the player. Data1 is the ID of the object for the camera to change focus to. If Data1 is -1 the camera focuses back to the player.
Command 17: This command changes the logic of tile with X=Data1 and Y=Data2 to Data3. Values are 0(Floor), 1(Solid Wall), 2(Water), 3(Active teleporter), 4(Swimming turtles and transporters), 5(Lava), 10(StinkerWeeExit), 11&14(Ice and Brr Floats), 12(Ice Corner)
Command 18: This command changes the object tile logic. Yes, you read it right! The game also has logics for specific objects. Data1 and Data2 are the X and Y coordinates of the tile and Data3 is the bitmask representing the tile logics of various objects. Here are valid values:
Code: Select all
01 00 - 2^0 - ??? 02 00 - 2^1 - player 04 00 - 2^2 - Talkable NPCs 08 00 - 2^3 - wee stinkers, baby boomer 10 00 - 2^4 - items 20 00 - 2^5 - Scritters, crabs 40 00 - 2^6 - transporter, sunken turtle, sunken crab 80 00 - 2^7 - turtle, sleeping crab, untalkable NPCs, fireflowers, grow flowers, ducky 00 01 - 2^8 - bowlers, chomper, retro monsters, ghosts 00 04 - 2^9 - boxes(barrels, cuboids, retro box etc)
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