The Ultimate WA Editor Hex-Editing Topic! Take A Look!

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jdl
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Post by jdl » Mon Feb 23, 2009 1:22 am

:lol: :lol: :lol:

1. If the WOP file tells the editor to look in the Custom folder and look for the file that's the same as the WOP file's name, then we can use Custom Monster Textures! :D

2. But if it looks for a specific filename, then it won't work. We'll have to keep making WOP files over and over just for differen't textures.

Can you at least post the picture so I can try #1?
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Post by Qloof234 » Mon Feb 23, 2009 1:24 am

You mean the Red Crab texture?

I have it saved as a bitmap. Picture at the bottom.
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Post by jdl » Mon Feb 23, 2009 1:44 am

#1 in my post doesn't work. We will keep having to make more WOP files because I renamed the new IceFlower.WOP to try to get it looking like a Red Crab textured MissileFlower and it didn't work. The coding for the directory is in the WOP itself. It doesn't matter what you name it unless you can code it like I said. That means that we'll have to be like: FireFlower2.jpg and FireFlower2.WOP ; IceFlower2 andIceFlower2.WOP ; MissileFlower2.jpg and MissileFlower2.WOP and so on.

So what now? :|
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Post by cbloopy » Mon Feb 23, 2009 3:14 am

jdl wrote:We will keep having to make more WOP files because I renamed the new IceFlower.WOP to try to get it looking like a Red Crab textured MissileFlower and it didn't work. The coding for the directory is in the WOP itself.
That's right, the filename of the texture is in the WOP, so you'll need a new WOP for each new texture. Ideally if the editor supports this like it supports custom level textures, there should be a "texture" option for every object, that you can tweak to enter a filename. But the editor doesn't have this right now so you'll need to put the filename in the WOP.

But that's not as bad as it sounds. I plan to write a program that lets you do just that, take an existing WOP file and create a new WOP file off of it, using a texture file of your choosing. This way you guys don't have to come back to me for every new texture you want to try. :wink: Moreover, the WOP is only needed for editing the level. People who only wants to play the level don't need the WOP files, just the texture files, because the level file will contain a copy of what's in the WOP file, for each object you put in the level.

I'm watching the Oscars right now, I can get you a MissileFlower WOP with the red crab texture a little later tonight.
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Post by Qloof234 » Mon Feb 23, 2009 3:41 am

cbloopy wrote:That's right, the filename of the texture is in the WOP, so you'll need a new WOP for each new texture.
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Post by cbloopy » Mon Feb 23, 2009 4:11 am

@Qloof234: You need a hex editor to properly edit the texture option in the WOP file. There's a length indicator right before the file name that has to match the length of the file name.
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Post by Qloof234 » Mon Feb 23, 2009 4:30 am

Would XVI32 work for this?

QUICKEDIT: Also, how would I go about changing it?
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Post by cbloopy » Mon Feb 23, 2009 4:42 am

Qloof234 wrote:Would XVI32 work for this?
Yeah, I use xvi32 myself. I'm sure there're better hex editors out there but xvi32 works well enough.

The length is 4 bytes before the file name. For example, in IceFlower.wop, 4 bytes before "custom\iceflower.png", is a byte whose hex value is 14. This is 20 in decimal, and it's 20 because that's how many characters (letters, spaces, punctuation, etc.) are in "custom\iceflower.png".

If you want "custom\missileflower.png" for example, that's 24 characters, which is 18 in hex, so change the length from hex 14 to hex 18.
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cbloopy!

Post by JohnEmmanuel143 » Mon Feb 23, 2009 4:43 am

The Ice Flower does freeze scritters,BUT DOESN"T FREEZE ME!!!!!!!!!!!
I think I have a bug........
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Post by Qloof234 » Mon Feb 23, 2009 4:49 am

No, it's just that MoFI also ended up with a slightly recoded version of "Brr".

The version in MoFI protects things from fireballs, and can freeze the player.

@cbloopy; Okay, thanks! :D
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Re: cbloopy!

Post by cbloopy » Mon Feb 23, 2009 4:52 am

JohnEmmanuel143 wrote:The Ice Flower does freeze scritters,BUT DOESN"T FREEZE ME!!!!!!!!!!!
I think I have a bug........
That's a bug with Brr in WA. If you play Killicool64's "Brr yourself" level you see the same thing, you won't actually freeze when the Brr hits yourself. There's nothing I can do to change this.

In any case, since it's just Brr magic, even if it does freeze you, you will eventually unfreeze, so it still won't work the same way as an IceFlower does in MOFI.
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Uhm,

Post by JohnEmmanuel143 » Mon Feb 23, 2009 5:17 am

But At least it does freeze the scritters!Hey!It would be helpful!
Oh and Can you make waterflowers???
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Post by cbloopy » Mon Feb 23, 2009 7:35 am

Here's the missile flower WOP jdl asked for. It will look for the texture file MissileFlower.bmp at the "Custom" folder.
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Post by richmond2010 » Mon Feb 23, 2009 7:35 am

cbloopy, what can I say? You are Wondergod. Well, you have been a great help to us. :lol:

Once, Patrick said that you can’t make custom models... well, now they can! :D
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Re: Uhm,

Post by cbloopy » Mon Feb 23, 2009 7:38 am

JohnEmmanuel143 wrote:Can you make waterflowers???
:?: What are waterflowers?
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Post by richmond2010 » Mon Feb 23, 2009 7:48 am

I think what he meant was a WaterFlower Texture.
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No!

Post by JohnEmmanuel143 » Mon Feb 23, 2009 9:18 am

No richmond,I was thinking of a water flower's attack.I think it would be possible.Like hitting a scritter with water and it turns wet....

I'm just saying that maybe it would be possible.......... :?
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Post by richmond2010 » Mon Feb 23, 2009 9:30 am

Nope... there is no such thing as WET magic yet. You can’t create magic. Only the magic in the editor can be used.
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Post by jdl » Mon Feb 23, 2009 12:32 pm

Wow Cbloopy, you are just really helpful! :D Look! And yes, right-clicking and entering a texture would be great. Or... Instead of right-clicking, left-clicking like you do select a regular level texture! Set the directory to the Custom folder and put the textures in! All you would have to do is just find out the "coding" for the texture inserter and add it in. And as you left-click it will show the names of the textures.
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Post by cbloopy » Mon Feb 23, 2009 1:10 pm

I worked out a way to let you tweak an object's "texturename" setting in the editor, so it's no longer necessary for me to create additional WOP files.

First, just as a precaution, make a backup of everything under C:\WA Editor v096\Data\Editor\ObjectPresets

Then unzip the contents of the attached zip file into the ObjectPresets folder. This is meant to replace most of the existing WOP files with new ones that have the texture adjuster added to the WOP file, so that it becomes a tweakable option in the editor. Note that the zip file doesn't contain all the WOP files in the editor, so don't delete your old WOP files, just let it overwrite existing files as part of the unzipping.

Although there's no requirement that the texture file resides in "Custom", it seems easier to have a standard place to tell people to download the texture files to, so when you tweak texturename, please use the format "Custom\<filename.ext>" to direct the game to look for the file "filename.ext" in the "Custom" folder.
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Post by jdl » Mon Feb 23, 2009 1:47 pm

A-MAZ-ING! I got a IceFlower textured Chomper! ...And some really messed up barrels... :lol: But that can be fixed with some editing. :)

Will it load up wdf files too? :?: EDIT: YES! :D
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Post by Qloof234 » Mon Feb 23, 2009 3:48 pm

Cbloopy, you win the internet
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Post by jdl » Mon Feb 23, 2009 5:47 pm

I have a UFOFlower!!!

Now for something else we can try to work on... :twisted: You guessed it, changing the shape of the model! Ex, making a FireFlower look like Scourge the Cannon but still acting the same. Scourge is in MOFI so we can get the files from there to try it out on. Can you make a "Model Chooser" function like you did with the Texture Inserter?
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Post by mqdar » Mon Feb 23, 2009 7:24 pm

:shock: Wow, this is incredible. I've gotta download this! I haven't followed much so I don't really undestand how it works (not that I need to), but still very clever, cbloopy! :shock: :mrgreen:

Well, it's nice to see someone who likes to try the sorts of things I do.
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Post by cbloopy » Mon Feb 23, 2009 11:25 pm

jdl wrote:You guessed it, changing the shape of the model! Ex, making a FireFlower look like Scourge the Cannon but still acting the same. Scourge is in MOFI so we can get the files from there to try it out on. Can you make a "Model Chooser" function like you did with the Texture Inserter?
Sorry, that has not been a success. Not only does there seem to be no "model adjuster" in the editor, but even manually hex-editing the WOP file to make it take a different model file didn't work either. I guess MS isn't kidding when they say custom models aren't supported.
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Post by jdl » Mon Feb 23, 2009 11:32 pm

cbloopy wrote:
jdl wrote:You guessed it, changing the shape of the model! Ex, making a FireFlower look like Scourge the Cannon but still acting the same. Scourge is in MOFI so we can get the files from there to try it out on. Can you make a "Model Chooser" function like you did with the Texture Inserter?
Sorry, that has not been a success. Not only does there seem to be no "model adjuster" in the editor, but even manually hex-editing the WOP file to make it take a different model file didn't work either. I guess MS isn't kidding when they say custom models aren't supported.
Well, at least we have some new things to play around with now! :D
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Hey!

Post by Clifford » Tue Feb 24, 2009 4:38 am

Hey! I have an idea!
Ice Thwarts porboly don't use the power 4.
We cannot freeze them, our freezes don't last forever, we can't freeze them, they CAN freeze themselves and they CAN freeze us unlike in the editor.

Gosh, is there something like this in the wop?
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Post by Clifford » Tue Feb 24, 2009 4:39 am

cbloopy wrote:
jdl wrote:You guessed it, changing the shape of the model! Ex, making a FireFlower look like Scourge the Cannon but still acting the same. Scourge is in MOFI so we can get the files from there to try it out on. Can you make a "Model Chooser" function like you did with the Texture Inserter?
Sorry, that has not been a success. Not only does there seem to be no "model adjuster" in the editor, but even manually hex-editing the WOP file to make it take a different model file didn't work either. I guess MS isn't kidding when they say custom models aren't supported.
Check ...Data\Models\Fireflower.

If we could get the model of a Scouge and put a fireflower infront...

Well, I've had another brainwave.

Do you think you could put a fireflower, iceflower and a missileflower... well I've had another brainwave (sorry for all these brainwaves) we could put each flower (breaths colours 0,1,2,3,4,5,6,7,8,9,10) in one or even create one that puts all of them on one square and with this texture.
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Re: Hey!

Post by cbloopy » Tue Feb 24, 2009 6:42 am

Clifford wrote:Hey! I have an idea!
Ice Thwarts porboly don't use the power 4.
We cannot freeze them, our freezes don't last forever, we can't freeze them, they CAN freeze themselves and they CAN freeze us unlike in the editor.

Gosh, is there something like this in the wop?
Nope, as mdqar had said many times, you can't get any new magic that's not already in the game. The magic shot by ice flowers and ice trolls in MOFI is not Brr, and even Brr itself is a little different in MOFI (you can freeze yourself with Brr in MOFI for example [try it in Elements Test], unlike in the editor).

It might look really close to Brr, but it's just as new as magic like Grow, and just as impossible to get in the editor.
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Re: Hey!

Post by mqdar » Tue Feb 24, 2009 7:04 am

cbloopy wrote:Nope, as mdqar had said many times, ...
:lol: Very true.
...[try it in Elements Test]...
Where is this level? Must you not tell? :?
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