The Ultimate WA Editor Hex-Editing Topic! Take A Look!
I changed the y's of a coin to... god who knows?
and the id was something like -236403
Hubs WILL be difficult, we need a hub star, and you know how cbloofy did the texture on the wooden box, I think we will need something like that on the Hub star.
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
and the id was something like -236403
Hubs WILL be difficult, we need a hub star, and you know how cbloofy did the texture on the wooden box, I think we will need something like that on the Hub star.
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
*facepalm*Clifford wrote:You're RightQloof234 wrote:For. The. Last. Time.
It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
Yeah, okay... Sure...

We can only get them in if we can decompress the place where all the coding is for the game itself.
Which we can't.
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs.![]()
![]()
Simple directory editing right?
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
But if he comes along and he doesn't like this idea were doomed!cbloopy wrote:Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs.![]()
![]()
Simple directory editing right?
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
But if he does... check your pm box.
Chill, it's not like we're doing anything bad here.Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.


This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done.

I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when.

what is hexeditor
what is hexeditor?? can someone tell me?
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those gates that look like part walls, you can make without editing, all you do is put a gate inside of an wall.cbloopy wrote:Chill, it's not like we're doing anything bad here.Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.![]()
![]()
This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done.
I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when.

Don't judge a person by his look,but his heart
Anytime, Anyplace, Adventure Always Awaits!
Last edited by Loof on 1/1/19999999999999999 BC; edited 98998 in total.
Anytime, Anyplace, Adventure Always Awaits!
Last edited by Loof on 1/1/19999999999999999 BC; edited 98998 in total.
"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]
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Last edited by cbloopy on Sun Mar 01, 2009 3:47 pm, edited 1 time in total.
cbloopy wrote:Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs.![]()
![]()
Simple directory editing right?
- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.
- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.
So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
no.Try to find a command to and make it possible to tweak where you end up when winning, or aborting. If its in the real games, its somewhere in the editor.
Don't judge a person by his look,but his heart
Anytime, Anyplace, Adventure Always Awaits!
Last edited by Loof on 1/1/19999999999999999 BC; edited 98998 in total.
Anytime, Anyplace, Adventure Always Awaits!
Last edited by Loof on 1/1/19999999999999999 BC; edited 98998 in total.