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Posted: Fri Feb 04, 2011 5:13 pm
by Pawelec
jozsefkoma wrote:Can I make a unofficial MOFI Editor?
*reading and unbelieving*
*thinking*
*making sure nobody is looking*
*whispering*
It would be nice.
*getting excited*
It would be very nice.
*getting more excited*
It would be great.
*getting very excited*
It would be superb.
*getting unpatient*
I think you MUST make it.
*pleasing*
Make it as fast as possible.

Posted: Fri Feb 04, 2011 8:40 pm
by jozsefkoma
How to publish the unofficial editor?
In some 10MB parts or 50MB in one .exe file?
Posted: Fri Feb 04, 2011 11:10 pm
by Serlan
jozsefkoma, please post the file on 5 .zip archives, each 5 archives have 1 instalator of a part of 10 MB unnoficial mofi editor, thats would be nice xD
(I watch all days this topic)
EDIT: Or post it on MF (MediaFire)
Posted: Sat Feb 05, 2011 4:59 am
by StinkerSquad01
WHAT.....
I cant believe no one has said,
HAPPY 50 PAGES!
Posted: Sat Feb 05, 2011 12:21 pm
by jozsefkoma
Posted: Sat Feb 05, 2011 12:28 pm
by Guppy Star
You could have made one ZIP file for all these 5 downloads
Posted: Sat Feb 05, 2011 12:58 pm
by Guppy Star
It MAV's when I start editor
Posted: Sat Feb 05, 2011 1:09 pm
by jozsefkoma
Thanks for error.
I found the problem.
New Installer coming soon.
Posted: Sat Feb 05, 2011 1:35 pm
by Guppy Star
Can you please explain how you made the program and send me the LOG file of how you did it and the program you used, please?
Posted: Sat Feb 05, 2011 3:01 pm
by tyteen4a03
Simply wrap it up, and put it on mediafire. No need to split them.
Posted: Sun Feb 06, 2011 5:36 am
by Qwerty20000
jozsefkoma wrote:Thanks for error.
I found the problem.
New Installer coming soon.
Please try to make MOFI levels editable with your editor, some time later after you send the new one
Posted: Sun Feb 06, 2011 9:04 am
by jozsefkoma
The previously links don't work.
Please use this link.
http://www.mediafire.com/?zpdbqktmybq148z
The problem was installer.It deleted some files before install,so I published the editor in a zip.
Posted: Sun Feb 06, 2011 9:11 am
by Guppy Star
The problem yesterday was that it couldn't load body.b3d and editing/current and archive were not there!

Posted: Sun Feb 06, 2011 9:25 am
by Guppy Star
GOOD EDITOR!
Could you make models like flipbridge, icetroll, crabs, kabooms etc to work in the editor without conversion?
Posted: Sun Feb 06, 2011 9:36 am
by jozsefkoma
The editor has a major bug.
If a file don't exist or can't be load, the editor say that can't load body.b3d even if the problem is another file.
Sometimes say that can't load evergreen.3ds,but rarely the error report is correct.
Posted: Sun Feb 06, 2011 9:36 am
by jozsefkoma
Guppy Star wrote:GOOD EDITOR!
Could you make models like flipbridge, icetroll, crabs, kabooms etc to work in the editor without conversion?
I will try...
Posted: Sun Feb 06, 2011 10:00 am
by Guppy Star
Also all mofi leveltextures are available simply and not from custom
Posted: Sun Feb 06, 2011 10:29 am
by Qwerty20000
Well, will this part be of some help on models?
Posted: Sun Feb 06, 2011 12:23 pm
by Guppy Star
Seems interesting qwerty, there's data of model mesh and more... Well, if jafo1015 can do something to this, the editor can be improved
Posted: Thu Feb 10, 2011 7:48 pm
by jozsefkoma
How to make Ice Flowers in UnOficial editor?
Just set Data1 to 1.
Posted: Thu Feb 10, 2011 10:03 pm
by jafo1015
Guppy Star wrote:Seems interesting qwerty, there's data of model mesh and more... Well, if jafo1015 can do something to this, the editor can be improved
I've looked through the editor in HEX before and found sections with function names and models, but I couldn't make enough sense of it to understand how to get it to accept new models. My few attempts have resulted in errors.
I seem to remember cbloopy saying, somewhere on this thread, that he was using a debugging tool to see what part of the code was being executed during an action. He seemed to change some bytes of data near the beginning of the program, but he never revealed what exactly he did and why.
Posted: Fri Feb 11, 2011 7:45 pm
by jozsefkoma
All wonderland games have a Multiplayer online Conneciton Dialog!
It isn't used in game but I think it is just for blitz 3D Multiplayer connection.
I discovered that all games made with blitz 3D have this dialog window.
Posted: Sat Feb 12, 2011 12:38 am
by DEEMAN223344
I discovered how to use custom models.
Posted: Sat Feb 12, 2011 1:12 am
by tails the fox
OMG TELL IT TELL IT!
Thats what a stuck up person would say.
But seriously, how?
If this is a prank or joke it isnt funny DEEMAN.
Everyone wants custom models, joking/pranking about it is grade-A messed up.
But is this true that you discovered it?
if so please tell us. we've waited a looongg time for them and if this is true, you just created a whole new feature to the WA-Editor (Well its not in real terms a original feature of WAE. as they werent available.)
Posted: Sat Feb 12, 2011 2:36 am
by boywhoflies
The dude actually did get custom models working.

Posted: Sat Feb 12, 2011 2:36 am
by DEEMAN223344
I already posted it.
DEEMAN223344 wrote:Thanks!
SO far I have The Custom NPC done. (IT IS A SIGN, BEWARE.)
INSTRUSCTIONS wrote:
1. Get a model and texture and put them in the main directory
2. Make a level.
3. Compile.
4. Open, Then close player.
5. change !Sign and CUNPC to the names you gave the model and texture
6. Save.
7. MAKE BACKUPS OF THE MODEL AND KEEP THEM OUT OF THE MAIN DIRECTORY.
8. Play the level with the model.
9. A debug file will appear saying the encrypted name of the model
10. Put a backup in the main directory and name it the encrypted name (DO NOT CHANGE IT IN THE .WLV, UNDER NO CIRCUMSTANCES, YOU WILL HAVE TO REPEAT STEPS 9. AND 10.!!!)
ALL done!
Posted: Sat Feb 12, 2011 7:01 am
by jozsefkoma
DEEMAN223344 wrote:I already posted it.
DEEMAN223344 wrote:Thanks!
SO far I have The Custom NPC done. (IT IS A SIGN, BEWARE.)
INSTRUSCTIONS wrote:
1. Get a model and texture and put them in the main directory
2. Make a level.
3. Compile.
4. Open, Then close player.
5. change !Sign and CUNPC to the names you gave the model and texture
6. Save.
7. MAKE BACKUPS OF THE MODEL AND KEEP THEM OUT OF THE MAIN DIRECTORY.
8. Play the level with the model.
9. A debug file will appear saying the encrypted name of the model
10. Put a backup in the main directory and name it the encrypted name (DO NOT CHANGE IT IN THE .WLV, UNDER NO CIRCUMSTANCES, YOU WILL HAVE TO REPEAT STEPS 9. AND 10.!!!)
ALL done!
Thanks for this!
Now I can use new models without replacing old models.
Posted: Sat Feb 12, 2011 9:01 am
by Pawelec
INSTRUSCTIONS wrote:
1. Get a model and texture and put them in the main directory
Model made with which program? Milkshape3D or something else?
Posted: Sat Feb 12, 2011 9:09 am
by jozsefkoma
You can make models or download models from internet but don't forgot to include the word "free" when you use google to search for models.
Some of this cost real money.
Posted: Sat Feb 12, 2011 9:20 am
by Pawelec
I meant which extension should they be. .3ds and rename them to .wd3?