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DEEMAN223344
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Post by DEEMAN223344 » Sat Feb 21, 2009 3:54 pm

If somebody that had the MOFI editor would post the .wop files, we might just be ready to see if it works
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Re: I kinda got an IceFlower......

Post by DEEMAN223344 » Sat Feb 21, 2009 4:06 pm

cbloopy wrote:
cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?

So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.

Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.

Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).

First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.

Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".

My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
You could try that with a thart to get ice trolls!
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Post by jdl » Sat Feb 21, 2009 4:20 pm

Or Homing Missile Thwarts. :wink: All we need is that Data1 feature like the flowers!

Wait, so data 1 is like a command? What would happen if you use a GCB and put 1 as Data1 and do not enter a command or anymore Data numbers? Will that shoot the homing missile?
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Post by Qloof234 » Sat Feb 21, 2009 7:05 pm

I have a bit of a theory on how to get the textures to load differently... Will post once results are gotten.

@mqdar; Yeah, there's no way we can get the objects to act like the ones in MoFI - but we can probably get a few of the models for them in.

Obviously, not all of them, but some.
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Post by jdl » Sat Feb 21, 2009 7:40 pm

I think I know a monster that might work! The cannon. It works just like a FireFlower right? Also, does the WOP files contain information of where to load the wdf files from? Example, FireFlower.wop would load its info from Models>FireFlower. Is that true? If it is, then that would be our main problem here. We would have to name the folder the exact same thing as it should be.
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Post by Qloof234 » Sat Feb 21, 2009 11:08 pm

jdl wrote:I think I know a monster that might work! The cannon. It works just like a FireFlower right? Also, does the WOP files contain information of where to load the wdf files from? Example, FireFlower.wop would load its info from Models>FireFlower. Is that true? If it is, then that would be our main problem here. We would have to name the folder the exact same thing as it should be.
Cannons do work like FireFlowers, but unanimated.

I think .wop files do contain texture info... Not sure as of yet.


Oh yeah, BTW:

Image

FireFlower graphics file.

I'm going to try something with this shortly, and if it works I'll upload a picture.



We all remember when Patrick said that Custom Models were a far-off possibility for the WA Editor, right?

Well, with cbloopy on our side, I think we're closer than ever to getting them. :wink:
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Post by jdl » Sat Feb 21, 2009 11:13 pm

OMG, FireFlowers have eyes lol??? :lol:

What about the old style gates? You think they would work?

@ Cbloopy - You, are a Wondergod.
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Post by Qloof234 » Sat Feb 21, 2009 11:16 pm

I think we could get the gate to show up, but it wouldn't do much - it's the same model as the tollgate.

Besides, it's useless without the Rainbow Coins and we don't have the coding for them so... :|


As for the eyes, that's what I was thinking: "Wait, why are there eyes on the model?"
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Post by jdl » Sat Feb 21, 2009 11:18 pm

No, not the toll gates. The old color gates. :wink:
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Post by Qloof234 » Sat Feb 21, 2009 11:20 pm

Ohhhhhhhhhhh...


Well, I don't know if they'd work, but I would LOVE it if they did.
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Post by jdl » Sat Feb 21, 2009 11:27 pm

Qloof234 wrote:Ohhhhhhhhhhh...


Well, I don't know if they'd work, but I would LOVE it if they did.
Yeah, I know what you mean.

---IDEA ALERT---

What if someone edited the graphics file for the WA teleporters and made it as the old style teleporters? That would be extremely hard but it might work. :wink: It would just disappear when you step into it.
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Post by Qloof234 » Sat Feb 21, 2009 11:52 pm

That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.

What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck. :(


Now here's a request:

Image

My own recolored FireFlower texture.

Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.

Thanks!
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Post by jdl » Sat Feb 21, 2009 11:57 pm

Wow!!! Great job!!! :D :D :D

How do you save things as wdf files? :?
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Post by Qloof234 » Sun Feb 22, 2009 12:07 am

Renaming the file - as in:

example.wdf

Renaming it to:

Picture.bmp



What I'd like is if someone could download and rename it to jdfgmpxfs04.wdf, so the game will recognize it.



I recolored it using Photoshop (Or Potatoshop, either one :lol: )
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Post by jdl » Sun Feb 22, 2009 12:12 am

I went to save it and named it exactly as you said, (copied + pasted) and it still was a PNG file. We need to convert it.
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Post by Qloof234 » Sun Feb 22, 2009 12:22 am

Vista seems rather adverse to renaming file types, that might have something to do with it, assuming you're on Vista like I am.

It's not impossible, because John uses it several times in his WIP WA:ATAL project.


I'll go see if I can find a program I can change it under...
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Post by jdl » Sun Feb 22, 2009 12:23 am

Go ahead. Let me try something on my mom's XP computer. :wink:

EDIT: Nope. :( How does Patrick do it?
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Post by Qloof234 » Sun Feb 22, 2009 12:54 am

*shrugs*

I couldn't find a program either...

John can convert it, so I'll drop him a PM about it.
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Post by jdl » Sun Feb 22, 2009 12:59 am

I wonder why paint wouldn't do it. :? Or just saving it...
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Post by jdl » Sun Feb 22, 2009 1:10 am

So how is 201 doing Qloof? :D
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Post by Qloof234 » Sun Feb 22, 2009 1:22 am

Haven't started on it yet, been messing around with files and stuff like here :oops:



Just one question actually: Is it okay if I use the MissileFlower object in the adventure? I've always wondered how it would affect puzzle designs, and now that we have access to it... :twisted:
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Post by jdl » Sun Feb 22, 2009 1:31 am

Thats fine. No rush. :D

Its fine to use a MissileFlower. :D
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Re: Woohooo!

Post by Clifford » Sun Feb 22, 2009 2:47 am

JohnEmmanuel143 wrote:Now what to do is to change ice flower texture!!!!
I know how to do it but if we do do it like this then the normal fireflower will be an iceflower.

cploofy, do you think you could make like a style so you can choose beween fire and ice texture if we have the picture files???
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Post by Clifford » Sun Feb 22, 2009 2:49 am

Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.

What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck. :(


Now here's a request:

Image

My own recolored FireFlower texture.

here is the fireflower texture from the mofi game.

Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.

Thanks!
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Post by cbloopy » Sun Feb 22, 2009 2:57 am

jdl wrote:Or Homing Missile Thwarts. :wink: All we need is that Data1 feature like the flowers!

Wait, so data 1 is like a command? What would happen if you use a GCB and put 1 as Data1 and do not enter a command or anymore Data numbers? Will that shoot the homing missile?
No sorry, I don't think that would work. The only reason this FireFlower thing works is because it was always in the game (since Midnight Synergy originally thought of having MissileFlowers during development of WA1), just that they never used it but they didn't take it out of the game's programming either. That Data1 affects the FireFlower is specific to the FireFlower and will not work for other objects. In fact Thwarts already used Data1 for something else (the colour I think, I don't remember).

I could try fiddling around with other object settings and see if there's anything that could coax a Thwart into firing something else, but I don't expect to succeed.
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Post by Qloof234 » Sun Feb 22, 2009 3:04 am

Clifford wrote:
Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.

What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck. :(


Now here's a request:

Image

My own recolored FireFlower texture.

here is the fireflower texture from the mofi game.

Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.

Thanks!
Image

:(
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Post by Clifford » Sun Feb 22, 2009 3:27 am

Qloof234 wrote:
Clifford wrote:
Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.

What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck. :(


Now here's a request:

Image

My own recolored FireFlower texture.

here is the fireflower texture from the mofi game.

Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.

Thanks!
Image

:(
Did you unzip it?
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Post by Qloof234 » Sun Feb 22, 2009 3:36 am

That's the thing, I can't unzip it because my computer says it's corrupted.

Will try re-downloading...


Oh yeah, forgot: Thanks for converting it Clifford! :D
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Post by Clifford » Sun Feb 22, 2009 3:46 am

Well I saved it as a bmp. Here it is.

(Well, how ARE we going to convert a bmp to a wdf?)
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Post by Clifford » Sun Feb 22, 2009 3:47 am

Qloof234 wrote:Thanks for converting it Clifford! :D
You can get the textures from MOFI.
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