[RELEASE] WA3 Editor Tools Conversion Files (UPDATE DEC. 02)

Help Topics, Bug Reports, Feature Requests, etc.
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 9:01 am

Should I copy the POTZ models into the MOFI editor's Data/Models for the wops to work in the editor?
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Qloof234
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Post by Qloof234 » Mon Nov 11, 2013 9:04 am

No, because I haven't the slightest clue how to make a similar Editor hack to support PoTZ scenery, so one doesn't exist.
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LexieTheFox
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Post by LexieTheFox » Mon Nov 11, 2013 9:04 am

Qloof234 wrote:Yup, here's the MoFI scenery.
Thanks!
EDIT: Also, I tested it but forgot to make the master dat point to the now non adventure immiedient starting level. Will do that in a moment. Give me a second.
EDIT2: and no. still doesn't work. :?
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Qloof234
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Post by Qloof234 » Mon Nov 11, 2013 9:08 am

What about the hub level the adventure star's in? If you try loading to that directly, instead of the adventure star's position, do things load properly?

EDIT: Okay, wait, that's a dumb question, it has to be loading that level properly if the adventure starts.

Two thoughts, then - First off, what exactly happens when the game crashes? Does it MAV the instant the adventure's over, does it load a bit then MAV, what happens?

Second off, do you have the PoTZ Adventure Player setup on your computer? It might help to look at the level causing trouble on its own there. If it doesn't work in the player in its own adventure, then it's likely something in the level itself.
Last edited by Qloof234 on Mon Nov 11, 2013 9:12 am, edited 1 time in total.
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LexieTheFox
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Post by LexieTheFox » Mon Nov 11, 2013 9:11 am

Qloof234 wrote:What about the hub level the adventure star's in? If you try loading to that directly, instead of the adventure star's position, do things load properly?
Well, actually. The first time I tried you started ON the star's position so that it started immiediently. Like your PoTZ Editor does to kick to the custom adventure screen. (Except it does it twice)
Just now, I tried it with a level where you spawn in a forest, with a path leading to a fort. A friend calls to you saying to come in, and runs in. When he does, it triggers the star to appear. Losing or aborting And So It Begins... is supposed to spawn you one tile BELOW the star. I can give you the level if you want. IT's it's own adventure so I can give it to you in a palyable format.
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Qloof234
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Post by Qloof234 » Mon Nov 11, 2013 9:20 am

I think whatever's going on has something to do with the hub levels, as opposed to the adventure itself. Having said that, what do you have for the hub information in the master.dat file? That might have some relation, I'm not sure.
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LexieTheFox
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Post by LexieTheFox » Mon Nov 11, 2013 9:23 am

Qloof234 wrote:I think whatever's going on has something to do with the hub levels, as opposed to the adventure itself. Having said that, what do you have for the hub information in the master.dat file? That might have some relation, I'm not sure.
Heres a picture.
EDIT: Added picture of the coordinates of the winning variable in the editor.
You do not have the required permissions to view the files attached to this post.
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 9:38 am

LexieTheFox wrote:
Blazeknight wrote:Amazing... I have a little some queries...
1) Qloof you just made wops of potz to come on the editor in the same way they appear in thegame. In the same way can you make Mofi well wops like flip bridges, retro, crab wops?
2) can we move the discussion to The Ultimate Wa Editor Hex Editing Topic"? They fit well in there...
I may not be Qloof, but I can awnser your first question.
There are already mofi wops of all you just asked :D
Go to the MOFI Wops download Qloof gave me a few posts up. They're all in there.
But in the editor, they seem like wa1 models stretched and contracted. But the MOFI trees look like real trees. Well are there wop's of flipbridges, crabs like how they "REALLY LOOK" in the player?
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Qloof234
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Post by Qloof234 » Mon Nov 11, 2013 9:41 am

No, there aren't. As I recall, trying to get the "dynamic" (read: non-scenery) models to work in the player didn't actually work.
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Qloof234
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Post by Qloof234 » Mon Nov 11, 2013 10:42 am

LexieTheFox wrote:
Qloof234 wrote:I think whatever's going on has something to do with the hub levels, as opposed to the adventure itself. Having said that, what do you have for the hub information in the master.dat file? That might have some relation, I'm not sure.
Heres a picture.
EDIT: Added picture of the coordinates of the winning variable in the editor.
What about Level 2? If you try running that as a standalone adventure in the PoTZ Player (assuming you have it set up), does it work, or still crash?

The only guesses I can come up with are either A) If the level's using PoTZ/MoFI elements, it didn't convert properly which is causing the game to crash, or B) The game's not picking up on the level for whatever reason.

For now, I'm tired, I'll take another look at this once I've gotten some sleep. I'll probably be able to think a lot more clearly then.
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LexieTheFox
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Post by LexieTheFox » Mon Nov 11, 2013 10:57 am

Qloof234 wrote:
LexieTheFox wrote:
Qloof234 wrote:I think whatever's going on has something to do with the hub levels, as opposed to the adventure itself. Having said that, what do you have for the hub information in the master.dat file? That might have some relation, I'm not sure.
Heres a picture.
EDIT: Added picture of the coordinates of the winning variable in the editor.
What about Level 2? If you try running that as a standalone adventure in the PoTZ Player (assuming you have it set up), does it work, or still crash?

The only guesses I can come up with are either A) If the level's using PoTZ/MoFI elements, it didn't convert properly which is causing the game to crash, or B) The game's not picking up on the level for whatever reason.

For now, I'm tired, I'll take another look at this once I've gotten some sleep. I'll probably be able to think a lot more clearly then.
EDIT: NEVERMIND! I did it! As it turns out, it apparently bugged out the coordinates for that time ONLY. They're normal after all! Woohoo!
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 12:49 pm

Delete
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 12:49 pm

Delete
Last edited by Blazeknight on Mon Nov 11, 2013 2:20 pm, edited 1 time in total.
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 12:49 pm

Delete
Last edited by Blazeknight on Mon Nov 11, 2013 2:21 pm, edited 1 time in total.
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Krishiv738
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Post by Krishiv738 » Mon Nov 11, 2013 12:59 pm

Blazenight,don't triple post,use modify button to make all information in a single post.
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Blazeknight
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Post by Blazeknight » Mon Nov 11, 2013 2:18 pm

Wait... it was not me. My idiotic friends took my galaxy grand phone to browse wiithout knowing about this. Sincere appologies. I'll blast them for sure... they kept pressing back and next button continuosly without knowing that I was online.
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Krishiv738
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Post by Krishiv738 » Fri Nov 15, 2013 1:09 pm

Gimme the new commands in POTZ
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Qloof234
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Post by Qloof234 » Fri Nov 15, 2013 8:03 pm

Well, since you asked so politely... :roll:

Also thank you for not reading the thread before asking questions.
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Nov 16, 2013 12:22 am

I can confirm that the logic ID for the Brr floats is 2C 01 00 00 00 00 00 00 and the model is !IceFloat.

I managed to create something resembling the Brr floats for WA1E, but the game acts like they're not there. Except for when you place Brr floats in the same spot and slide across them, in which case both floats disappear. Things might've changed for Brr floats since WA1E so I don't know if the information in this paragraph still applies.
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Post by StinkerSquad01 » Sat Nov 16, 2013 5:33 am

Qloof234 wrote:For some reason, if it's 0, the Mothership never clones objects at all.
I think this is for things like that one area where you see the Masterbots commanding an invasion force and you see a bunch of motherships flying, it's for scenic purposes kinda.
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Krishiv738
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Post by Krishiv738 » Fri Nov 22, 2013 1:52 pm

I found something on zap-bots!

ZAP-BOT settings

Data1=turn direction(default 0)
Data2=speed(default 1,0 never moves)
Data3=firing range(default 7,-1 never fires,0 fires after player touches the zap-bot)
Data4=follow path?(0 for no,1 for yes)

Data1 and data4 could be interchanged because I guessed them.
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dig 222
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Post by dig 222 » Fri Nov 22, 2013 6:11 pm

Krishiv738 wrote:I found something on zap-bots!

ZAP-BOT settings

Data1=turn direction(default 0)
Data2=speed(default 1,0 never moves)
Data3=firing range(default 7,-1 never fires,0 fires after player touches the zap-bot)
Data4=follow path?(0 for no,1 for yes)

Data1 and data4 could be interchanged because I guessed them.
Speed - 999
Firing range - 999
:twisted: :twisted: :twisted:
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Krishiv738
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Post by Krishiv738 » Sun Nov 24, 2013 6:24 am

dig 222 wrote:
Krishiv738 wrote:I found something on zap-bots!

ZAP-BOT settings

Data1=turn direction(default 0)
Data2=speed(default 1,0 never moves)
Data3=firing range(default 7,-1 never fires,0 fires after player touches the zap-bot)
Data4=follow path?(0 for no,1 for yes)

Data1 and data4 could be interchanged because I guessed them.
Speed - 999
Firing range - 999
:twisted: :twisted: :twisted:
The adventure would be impossible!
I am getting outta here, nothing is new, everything is boring.
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Krishiv738
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Post by Krishiv738 » Mon Nov 25, 2013 1:54 pm

I found something to create scavenger zapbots and friendly zbots.

Scavenger(shoots laser when you are next to the zap-bot(like kabooms))

Data3=1

Friendly(zbot turns direction upon touching you as they are touching the wall)

Data4=1
Data3=-1
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Qloof234
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Post by Qloof234 » Tue Nov 26, 2013 9:47 pm

Just noticed something about Conveyors/Star Trails - The Direction values are not the same as Transporters.

0 is up, and 2 is down. However, 1 is right and 3 is left, contrary to what the Editor shows.

Also, Data6 seems to behave as a "number of frames between movement". Lower values mean faster conveyors.
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Krishiv738
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Post by Krishiv738 » Wed Nov 27, 2013 9:08 am

I don't get conveyors or star trails working.
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Qloof234
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Post by Qloof234 » Wed Nov 27, 2013 9:30 am

I can confirm that they do actually work. How are they set up in your level?
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Krishiv738
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Post by Krishiv738 » Wed Nov 27, 2013 10:04 am

Qloof234 wrote:I can confirm that they do actually work. How are they set up in your level?
There is a lead in front facing south and trails beside the lead.there is no trail only lead when I test the adventure.How do I get that work,do I have to put one trail where I want create the end or the corner?
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Qloof234
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Post by Qloof234 » Wed Nov 27, 2013 10:07 am

I'd think that'd work... When you say beside, do you mean horizontal to, or in the direction that the Lead is set to go in? Are they all the same Colour/SubColour?

EDIT: For that matter, do you have another Conveyor Lead object in the level that has the same Colour/SubColour data? If so, change that, it seems to make things act strangely.
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Krishiv738
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Post by Krishiv738 » Wed Nov 27, 2013 10:08 am

Qloof234 wrote:I'd think that'd work... When you say beside, do you mean horizontal to, or in the direction that the Lead is set to go in? Are they all the same Colour/SubColour?

EDIT: For that matter, do you have another Conveyor Lead object in the level that has the same Colour/SubColour data? If so, change that, it seems to make things act strangely.
Colour is 0 sub colour is 0,I have also made vertical but they too don't work.
I am getting outta here, nothing is new, everything is boring.
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