Posted: Mon Dec 16, 2013 11:13 am
Yeah, I've worked out a few other sounds since uploading it. Haven't gotten around to uploading the newest version yet.
A place to discuss all things Wonderland!
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We can create it by making suction tube logic with !portal warp model and place a level exit on the end.Qloof234 wrote:Like I've said before, there's no real point. We can just use a regular level-exit arrow while waiting for the WA3 Editor to arrive.
Yes, I know there's the whole springing thing with the rainbow portal, but still - the portal itself isn't a true "gameplay" element; it's just a fancy version of the levelexit arrow.
There's also the fact that it's not like the suction tubes, where it's one model placed several times to make a long segment - it's one single model, meaning figuring out placement and such would be a nightmare.
If someone else wants to go for it, then by all means, do so. I'm not going to do it myself, though - I've got more important stuff to be doing, both on the computer and in real life.
(not supposed to come across as hostile, btw, just being upfront about my thoughts)
Would you please re-consider your choice on making a rainbow portal wop or not? I really really really really.... really need it for my hub... I've made the story in such a way that you can jump from places to places through the portal. Just the model alone. It's like the model wop only, not its functions and data. So, can you please do it? Just the model alone should work in the player. It's that kind of wop...Qloof234 wrote:Like I've said before, there's no real point. We can just use a regular level-exit arrow while waiting for the WA3 Editor to arrive.
Yes, I know there's the whole springing thing with the rainbow portal, but still - the portal itself isn't a true "gameplay" element; it's just a fancy version of the levelexit arrow.
There's also the fact that it's not like the suction tubes, where it's one model placed several times to make a long segment - it's one single model, meaning figuring out placement and such would be a nightmare.
If someone else wants to go for it, then by all means, do so. I'm not going to do it myself, though - I've got more important stuff to be doing, both on the computer and in real life.
(not supposed to come across as hostile, btw, just being upfront about my thoughts)
Can you tell me how did you get it to work? Just the rainbow tube... or can you please send me that wlv file in which you made this? I can right click and get it my wlvs... So, please?Krishiv wrote:also this
that's the rainbow portal without frame
model:!Portal Warp
Yes,there I tried to find out the difference between original editor and hacked editor,cbloopy changed some hex and then added so much things.Its almost impossible for us.Qloof234 wrote:You'll have to set up the converter data to model-swap, though. No-one other than cbloopy has been able to make the Editor load other models.
Yeah tons of hex is added in the editorQloof234 wrote:No, the point is that you're going to have to set up the Editor Tools conversion data .txt file for a rainbow gate model-swap yourself, because none of us know how to make the Editor support PoTZ models like what cbloopy did for MoFI.
Well then, how'd you get some potz wops to work?Qloof234 wrote:He didn't hex-edit it to load the models, actually - He decompiled the .exe and added new code to load the MoFI models.
No, I don't know the details, just that that was the general process.
Can someone tell me how to do that? Does it work by making a new line in converter data file; its like rainbow portal model and for eg, say we use a teleporter for the wop? So if we put the parameters for these 2 in the txt file, the editor wop will look like a teleport and the potz wg will show the real one on conversion... Right?StinkerSquad01 wrote:Yeah, the MoFI editor was hex edited to display the models workingly, but POTZ .wops use placeholder models in the normal editor, which get swapped out for the real ones during the conversion.
I knew that but I haven't posted it yet,also you saved my post and Wysp too has Data0 for skinPawelec wrote:I forgot to post one more discovery: for Scritters, Data0 is their colour. Availble ones are from 0 to 6. Typical, indigo Scritters have Data0 set to 5.
Assuming the Zap-Bot can even see you while moving at those speeds.Krishiv738 wrote: Sun Nov 24, 2013 6:24 amThe adventure would be impossible!dig 222 wrote:Speed - 999Krishiv738 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.
Firing range - 999
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