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Posted: Sat May 30, 2009 7:36 am
by bround
cbloopy wrote:
bround wrote:Um... anyone know how to put WA to be custom adventurer?
Um, yes. In fact it's been out for months. It's called "WA Editor v096". :lol: :wink:

(But more to the point, you can't put WA1 in "custom adventure" mode like you could with MOFI, because obviously all that custom adventure ideas did not even exist yet back when WA1 was released.)
Ok..... but Tentacle texture is in 34st page by me!

Posted: Sat May 30, 2009 9:30 am
by CatHat5678
the tentacle texture is not realy that useful without the tenticle wop

Posted: Sat May 30, 2009 9:42 am
by bround
CatHat5678 wrote:the tentacle texture is not realy that useful without the tenticle wop
Yes, I know.

Posted: Sat May 30, 2009 7:58 pm
by mqdar
cbloopy wrote:
mqdar wrote:Also, I don't understand how after certain points in the game, the musemn keeps changing Morklin's dialog and moving him around.
I think I can answer that one w/o looking any files up. Just use CMD 61 and 62 (and possibly 21) in an adventure's master.dat. Those work across levels (in fact, I confirmed that the game actually loads and saves the levels in question when running those "cross-level" hub CMDs in master.dat, so theoretically all CMDs that affects only objects or dialog should work correctly as hub CMDs, regardless of level number).

I've seen those CMDs used in master.dat in MOFI as well to do the same sort of stuff with NPCs.
I tested out CMD 62 in a test hub I created, and it didn't work. Remember when you said that 'so far only CMDs 1, 2, and 3 seem to work'? I don't understand how it worked in MOFI, but not for me. :?

Posted: Sat May 30, 2009 8:54 pm
by cbloopy
mqdar wrote:I tested out CMD 62 in a test hub I created, and it didn't work.
Then you screwed up. I've just tested it (and CMD 61) out on a hub in WA1 and it works fine, both in-level and across-level. Did you use level number 0 by any chance? Hub CMDs in master.dat don't work on level number 0. Also, make sure you give an ID to the NPC, and use that ID in CMD 61/62 (Data1).
Remember when you said that 'so far only CMDs 1, 2, and 3 seem to work'?
That was just a guess, before I looked into the game's programming to see how exactly they handle the hub CMDs in master.dat.

WA1LevelConverter updated!

Posted: Wed Jun 03, 2009 12:17 am
by cbloopy
I've finally fininshed a bulk conversion feature for WA1LevelConverter, for the Editor -> WA1 conversion.

You can download version 0.8.0.0 of WA1LevelConverter in this post. Included in the zip file is the program, a user guide document (Word), and a "sample script file" which will be explained in the user guide.

Before you start using the new feature, please read the user guide first! You need to put the program in the WA Editor folder, and you need to learn about "script files" which drives the bulk conversion process. It's all in the user guide and hopefully not too hard to figure out.

Some major features/updates of note:

1) I fixed the bug with converting coins and invisible color buttons.
2) Bulk conversion not only handles converting the levels from Editor -> WA1, it will also copy the dialog and master.dat files for you to the WA1 game folder you select. It will even handle copying the texture files and "encrypting" them! Never before has the conversion process been so convenient!

And yes, I'm definitely considering incorporating some of the programming for bulk conversions back into MOFILevelConverter, so that people who decide to use MOFI for their hub-based adventures will get the same benefit in the future.

Posted: Wed Jun 03, 2009 1:07 pm
by jdl
Wow, your new conversion program looks perfect! Thank you for all your help Cbloopy! :D

Re: WA1LevelConverter updated!

Posted: Thu Jun 04, 2009 12:50 am
by DEEMAN223344
cbloopy wrote:I've finally fininshed a bulk conversion feature for WA1LevelConverter, for the Editor -> WA1 conversion.

You can download version 0.8.0.0 of WA1LevelConverter in this post. Included in the zip file is the program, a user guide document (Word), and a "sample script file" which will be explained in the user guide.

Before you start using the new feature, please read the user guide first! You need to put the program in the WA Editor folder, and you need to learn about "script files" which drives the bulk conversion process. It's all in the user guide and hopefully not too hard to figure out.

Some major features/updates of note:

1) I fixed the bug with converting coins and invisible color buttons.
2) Bulk conversion not only handles converting the levels from Editor -> WA1, it will also copy the dialog and master.dat files for you to the WA1 game folder you select. It will even handle copying the texture files and "encrypting" them! Never before has the conversion process been so convenient!

And yes, I'm definitely considering incorporating some of the programming for bulk conversions back into MOFILevelConverter, so that people who decide to use MOFI for their hub-based adventures will get the same benefit in the future.
I need to be able to convert MOFI to editor.

Re: WA1LevelConverter updated!

Posted: Thu Jun 04, 2009 8:09 am
by CatHat5678
DEEMAN223344 wrote: I need to be able to convert MOFI to editor.
it's not that easy.first we need a editor conpatable with ALL the
MOFI wops and that wont be out for a while (i think)

generic rectangle WOP update

Posted: Thu Jun 04, 2009 8:33 am
by cbloopy
This is something I found out a little while ago but almost forgot, until I was reminded of it from playing Qloof234's excellent WA Quantum Tunnel demo.

I've updated generic rectangle WOP with 2 more adjusters: ActivationSpeed and ActivationType, which actually works for any objects. ActivationSpeed you should be familiar with from its use in objects like gates, bridges, teleporters, etc.

ActivationType you've seen in a few objects. In this WOP, it will be shown as numbers in the Editor, and below are the meanings for all currently supported values:

1: GrowZ
2: GrowXYZ
3: GrowXY
11: gate up/down
16: bridge up/down
21: fade
31: cage up/down
41: door open/close

[edit: I think we also need a "portal teleporter" WOP, which has the generic square model but is an actual teleporter object, and has all the <blah>Adjust modifiers. WOP included. (Data0/Data1 is Color/SubColor)]

Re: WA1LevelConverter updated!

Posted: Thu Jun 04, 2009 4:23 pm
by DEEMAN223344
CatHat5678 wrote:
DEEMAN223344 wrote: I need to be able to convert MOFI to editor.
it's not that easy.first we need a editor conpatable with ALL the
MOFI wops and that wont be out for a while (i think)
I mean to convert already converted levels.

Re: WA1LevelConverter updated!

Posted: Fri Jun 05, 2009 10:00 am
by CatHat5678
DEEMAN223344 wrote:
CatHat5678 wrote:
DEEMAN223344 wrote: I need to be able to convert MOFI to editor.
it's not that easy.first we need a editor conpatable with ALL the
MOFI wops and that wont be out for a while (i think)
I mean to convert already converted levels.
i'm sorry but i
dont understand :?

Posted: Fri Jun 05, 2009 3:05 pm
by Emerald141

Posted: Fri Jun 05, 2009 4:28 pm
by bround
Emerald141 wrote:Could someone post the Gold Star texture? I want to try to make rainbow stars. :)
Here are these...
or you can get it in Data/Models/Star/hpmetubs.wdf

Posted: Fri Jun 05, 2009 5:02 pm
by Emerald141

Posted: Fri Jun 05, 2009 5:29 pm
by jdl
You can always take a screenshot and compare Emerald141. :wink:

Posted: Fri Jun 05, 2009 6:00 pm
by bround
Emerald141 wrote:Thanks, but that doesn't do me much good until I can figure out which part of the texture goes to which part of the star. :|
Well... star's texture is from up to down... full texture is STAR texture..

Posted: Fri Jun 05, 2009 6:06 pm
by Emerald141

Posted: Fri Jun 05, 2009 6:44 pm
by bround
Emerald141 wrote:I tried the custom texture below to see what would would happen, and got this.
Well done! But you can't edit that very very small star texture...

Posted: Fri Jun 05, 2009 7:27 pm
by cbloopy
bround wrote:Well done! But you can't edit that very very small star texture...
The sparkles around the star are not part of the texture. They are particles created by the game itself, and as far as I know you have no control over them thru the WOP or any other means.

Posted: Fri Jun 05, 2009 7:29 pm
by cbloopy
Emerald141 wrote:Also, cbloopy, with your MoFI Converter, is there a way to make it so that you need to rescue all Baby Boomers to complete a level?
No, because MOFILevelConverter only deals with level files. The "adventure goal" information is stored in master.dat.

I suppose when I have time I could update MasterDatEditor to let you use the new MOFI adventure goals. For now, if you have a specific adventure, just send me the master.dat file and I'll hex-edit it for you.

Posted: Fri Jun 05, 2009 7:34 pm
by cbloopy
Emerald141 wrote:I tried the custom texture below to see what would would happen, and got this.
Nice! But I'd suggest using the rainbow colors from the game instead of the ones that come with Vista's Paint program, so that the colors are more consistent with what's used in the game. If I recall, Paint has a "color picker" tool (looks like an eyedropper), so you can pick the Wonderland rainbow colors off a screenshot of color buttons for example.

Posted: Fri Jun 05, 2009 7:35 pm
by Qloof234
cbloopy wrote:
bround wrote:Well done! But you can't edit that very very small star texture...
The sparkles around the star are not part of the texture. They are particles created by the game itself, and as far as I know you have no control over them thru the WOP or any other means.

... :roll:

Posted: Fri Jun 05, 2009 9:02 pm
by Emerald141

Posted: Fri Jun 05, 2009 10:05 pm
by DEEMAN223344
Help me! I'm locked out of keyboard mode!

Posted: Fri Jun 05, 2009 10:20 pm
by jdl
DEEMAN223344 wrote:Help me! I'm locked out of keyboard mode!
I'll tell ya what you have to do to solve that...

Re-install the Editor.

Trust me, I'm speaking from expriences. Image

Posted: Sat Jun 06, 2009 3:01 am
by cbloopy
jdl wrote:
DEEMAN223344 wrote:Help me! I'm locked out of keyboard mode!
I'll tell ya what you have to do to solve that...

Re-install the Editor.
This hasn't happened to me yet, but I might have a quicker way out of this than re-install the Editor......

PM me your "global.wdf" file. It's in the User Data folder (or GameData for MOFI). I'll test out my theory and see if I can fix global.wdf and get you back to keyboard mode.

Posted: Sat Jun 06, 2009 11:38 am
by jdl
cbloopy wrote:
jdl wrote:
DEEMAN223344 wrote:Help me! I'm locked out of keyboard mode!
I'll tell ya what you have to do to solve that...

Re-install the Editor.
This hasn't happened to me yet, but I might have a quicker way out of this than re-install the Editor......

PM me your "global.wdf" file. It's in the User Data folder (or GameData for MOFI). I'll test out my theory and see if I can fix global.wdf and get you back to keyboard mode.
If it works, can you create a new topic and post the file for all of us to download if it ever happens again? :D

Although, if it only works for that specific user only, maybe you can make some kind of converter/fixer program?

Posted: Sat Jun 06, 2009 1:29 pm
by Emerald141

Posted: Sat Jun 06, 2009 3:27 pm
by DEEMAN223344
Emerald141 wrote:I tried the custom texture below to see what would would happen, and got this.
I just made a test level.