Wop Request Thread *NOW OBSOLETE*

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MyNameIsKooky
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Re: Wop Request Thread

Post by MyNameIsKooky » Mon Jul 18, 2011 7:38 am

Ahem.
MyNameIsKooky wrote:But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
I doubt it's possible to make the wop you want, but I could try to make a teleporter with a gem model - that's the closet I could get to what you suggested, but it wouldn't have a LevelDest thingy.

And a gem is the closet thing we have to a sphere (Spikeyballs are too spikey).
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md
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Re: Wop Request Thread

Post by md » Mon Jul 18, 2011 9:50 am

MyNameIsKooky wrote:Ahem.
MyNameIsKooky wrote:But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
I doubt it's possible to make the wop you want, but I could try to make a teleporter with a gem model - that's the closet I could get to what you suggested, but it wouldn't have a LevelDest thingy.

And a gem is the closet thing we have to a sphere (Spikeyballs are too spikey).
Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards). :?
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Post by Emerald141 » Mon Jul 18, 2011 2:49 pm

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Post by MyNameIsKooky » Mon Jul 18, 2011 7:24 pm

Emerald141 wrote:(they look sorta round, don't they?)
If you ignore their tails, then yes.
md wrote:Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards).
No. The wop's functions are tucked away in the hexadecimal in wg.exe to who-knows-where. Even if we did know how to manipulate wg.exe completely, people would have to download the hacked version just to play your level.

As stated before, wops aren't very flexible.
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Post by md » Tue Jul 19, 2011 5:40 am

MyNameIsKooky wrote:
Emerald141 wrote:(they look sorta round, don't they?)
If you ignore their tails, then yes.
md wrote:Okay, but is it possible to make it that the wg.exe file has a fixed destination for the .wop (like the shards).
No. The wop's functions are tucked away in the hexadecimal in wg.exe to who-knows-where. Even if we did know how to manipulate wg.exe completely, people would have to download the hacked version just to play your level.

As stated before, wops aren't very flexible.
Ok, I understand. :(
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Master Wonder Mage
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Post by Master Wonder Mage » Tue Jul 19, 2011 1:56 pm

Would someone make a fireflower with Xscale, Yscale, and Zscale?
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Post by Emerald141 » Tue Jul 19, 2011 2:05 pm

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Post by Master Wonder Mage » Tue Jul 26, 2011 10:00 pm

A version of the scalable bridge wop that is collapsible instead of regular or alternating please?
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Post by MyNameIsKooky » Tue Jul 26, 2011 10:07 pm

Here you go. I've also added X/Y/ZAdjust and Yaw/Roll/PitchAdjust.
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LittleZbot
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Post by LittleZbot » Wed Jul 27, 2011 5:11 am

I'd like a chomper wop that can be deactivated and activated bycommands. I tried it with a normal chomper and it didn't work.
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Post by MyNameIsKooky » Wed Jul 27, 2011 5:17 am

I doubt that's possible.
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Qwerty20000
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Post by Qwerty20000 » Wed Jul 27, 2011 9:29 am

I want a NPC like a wizard with a mix of 7 colors for his wizard hat
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Post by Master Wonder Mage » Wed Jul 27, 2011 1:10 pm

That's texturing and belongs in a different topic, and it is not adding parameters or a modelswap.
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Post by jozsefkoma » Wed Jul 27, 2011 1:19 pm

Qwerty20000 wrote:I want a NPC like a wizard with a mix of 7 colors for his wizard hat
Use this wop,but put the wdf file in "Data\Models\Stinker" before use it in player. :wink:
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Post by LittleZbot » Fri Jul 29, 2011 12:46 am

MyNameIsKooky wrote:I doubt that's possible.
Darn. I had a whole Boss planned using that and everything. :(
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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Post by Technos72 » Fri Jul 29, 2011 1:24 am

Was there ever a firepit wop with pitch, roll, yaw, xyz functions that you can use so that fire comes out from holes of walls and stuff? If not, I request it

As a brony I think that would be an Equestria request XD
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Post by MyNameIsKooky » Fri Jul 29, 2011 1:27 am

Adjusting the fire jet's rotation does not affect the direction of the flames.
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Post by Master Wonder Mage » Fri Jul 29, 2011 2:36 am

MyNameIsKooky wrote:
Master Wonder Mage wrote:MOOOREE DUCK MONSTERS!!! *shot*
I tried to make some more, but...

Duck Chomper = MAV
Duck Thwart = MAV
DuckFlower = MAV

Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
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Post by MyNameIsKooky » Fri Jul 29, 2011 2:44 am

Master Wonder Mage wrote:
MyNameIsKooky wrote:
Master Wonder Mage wrote:MOOOREE DUCK MONSTERS!!! *shot*
I tried to make some more, but...

Duck Chomper = MAV
Duck Thwart = MAV
DuckFlower = MAV

Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.

Unless you mean a Wysp with a Thwart model.
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Post by LittleZbot » Fri Jul 29, 2011 2:48 am

Can you get me a chomper with a scritter model?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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Post by Master Wonder Mage » Fri Jul 29, 2011 2:50 am

MyNameIsKooky wrote:
Master Wonder Mage wrote:
MyNameIsKooky wrote:
Master Wonder Mage wrote:MOOOREE DUCK MONSTERS!!! *shot*
I tried to make some more, but...

Duck Chomper = MAV
Duck Thwart = MAV
DuckFlower = MAV

Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.

Unless you mean a Wysp with a Thwart model.
*sigh* Yes, I always get that confused.
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Post by MyNameIsKooky » Fri Jul 29, 2011 2:58 am

LittleZbot wrote:Can you get me a chomper with a scritter model?
MAV'd. Apparently Chompers aren't very tolerable when it comes to modelswaps. :(
Master Wonder Mage wrote:
MyNameIsKooky wrote:
Master Wonder Mage wrote:
MyNameIsKooky wrote:
Master Wonder Mage wrote:MOOOREE DUCK MONSTERS!!! *shot*
I tried to make some more, but...

Duck Chomper = MAV
Duck Thwart = MAV
DuckFlower = MAV

Although I haven't tried creating a Duck Turtle. If you want me to, I could try it.
I know why all the above things MAVed. Duck Flower has the head rearing animation, Duck Thwart has the throwing animation and the walking animation, Duck Chomper has the chomping animation, and Duck turtle has the walking animation and the submerged animation. Which makes me wonder what Thwart with Wysp model would look like. A randomly flipping and spinning thwart that could walk over water.
It wouldn't be able to walk over water. Modelswaps don't change the properties of objects.

Unless you mean a Wysp with a Thwart model.
*sigh* Yes, I always get that confused.
Done. You'll probably want to scale it down a little when you place it, though.
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Post by LittleZbot » Fri Jul 29, 2011 3:17 am

Darn. I had plans for that, too. :x
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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Post by Qwerty20000 » Fri Jul 29, 2011 3:02 pm

jozsefkoma wrote:
Qwerty20000 wrote:I want a NPC like a wizard with a mix of 7 colors for his wizard hat
Use this wop,but put the wdf file in "Data\Models\Stinker" before use it in player. :wink:
Which wop? I can't find it
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Post by Master Wonder Mage » Fri Jul 29, 2011 4:27 pm

Is it possible to make a Stinker with Zadjust? I'm going really really overboard with scenery on TMD part 10
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Post by Technos72 » Fri Jul 29, 2011 8:49 pm

MyNameIsKooky wrote:Adjusting the fire jet's rotation does not affect the direction of the flames.
FAIL
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Post by MyNameIsKooky » Fri Jul 29, 2011 9:16 pm

Master Wonder Mage wrote:Is it possible to make a Stinker with Zadjust? I'm going really really overboard with scenery on TMD part 10
Yes. Here you go. I've also equipped it with XAdjust, YAdjust, RollAdjust, and PitchAdjust. The dialogue bubble will always be on it's deadspot, though (unless you use dialogue 0, of course).
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Post by Master Wonder Mage » Fri Jul 29, 2011 9:49 pm

Thanks. By overboard with scenery I mean that while your on the mountain, you can barely make out a city below with stinkers walking around in it.
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Post by Technos72 » Sun Jul 31, 2011 5:08 pm

Can someone make a WOP of Pop magic in the color of turqoise? I'd like to use it for an adventure.
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Post by Emerald141 » Sun Jul 31, 2011 5:26 pm

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