Page 3 of 6

Posted: Thu Jul 05, 2012 3:48 pm
by Dark Drago
Emerald141 wrote:Are those first two answers applicable for both hubs, or just MoFI? (Also I don't need the glyph coordinates anymore, I figured that out.)
only MOFI

Posted: Thu Jul 05, 2012 4:45 pm
by Emerald141

Posted: Thu Jul 05, 2012 5:23 pm
by |Cookie|
*Deleted stupid part of the post*

Thanks emerald141 for your hard work! :D

Posted: Thu Jul 05, 2012 5:30 pm
by DEEMAN223344
BTW Emerald, as far as I remember from 2009, WA1 won't take WAE's levels unless you convert them in some way.

Posted: Thu Jul 05, 2012 5:31 pm
by Emerald141

Posted: Thu Jul 05, 2012 6:21 pm
by Wonderman109
Emerald, for the dialog visual adjusters,

RT could stand for ReverberaTe.

:) :?:

Also, nice work on the hub making part, hope you find time to write about the new wops sometime. :wink:

Posted: Fri Jul 06, 2012 11:28 am
by Dark Drago
Good job for hub guide
The next thing you can try is custom models and wops

Posted: Fri Jul 06, 2012 1:13 pm
by Dark Drago
And I also request you to cover commands in detail because of this little lack of knowledge:
http://pcpuzzle.com/forum/viewtopic.php?p=310643#310643

Posted: Fri Jul 06, 2012 1:17 pm
by Emerald141

Posted: Fri Jul 06, 2012 1:30 pm
by Dark Drago
Oops, sorry

Posted: Sun Jul 08, 2012 7:22 am
by Dark Drago
DP:

Are you sure its 16.wlv?
I thought it was around 20's because MOFI demo's last rooms were one of those 23,25,26,27,28...

Posted: Sun Jul 08, 2012 7:50 am
by Yzfm
It's not 16.wlv for sure!

My hub has 16.wlv and it's fine.

I think the demo ends when you are teleported to level 27 or 28.

Posted: Sun Jul 08, 2012 12:31 pm
by Emerald141

Posted: Thu Jul 12, 2012 6:51 am
by Derp
Hmmm...I know what to do when you have the hub but,
What do you do to start off with? How do you actually GET the hub?
Sorry, Noobishness. :oops:

Posted: Thu Jul 12, 2012 7:08 am
by ab-47
Derp wrote:Hmmm...I know what to do when you have the hub but,
What do you do to start off with? How do you actually GET the hub?
Sorry, Noobishness. :oops:
here's some easy steps to tell you how to start one. :wink:
1- Download MOFI's demo
2- Make an adventure an WAE, and you need atleast one adventure star with the data of 1 (the editor)
3- the adventure must be the main area in the game (or hub)
4- make the starting area in this point exactly X=37, Y=8, or you might end up on a wall or water or in a false starting area.
5- Compile it and then go to WAE/user data/adventures/editing/yourlevel/
6-take all the wlv and dialog files and then go to MOFIDEMO/Data/Adventures/Hub
7- paste them in the hub folder, replacing ild wlvs that existed there
8- go back to WAE and make a level with puzzles and stuff, name it "first level" so that you could assure that It's the one
9- compile it and copy it's wlvs and stuff
10-paste it on Adventure1 replacing old wlvs, when you want to add more levels in the hub, add adventure star and change their data numbers to 2,3,4,etc., they must correspond with the adventure file's number.
11- download Jafo's tools and then take the master data of the adventure1
12- open the master file
13- go to your hub by the editor And check the X and Y position of the adventure star
14- take the position behind it, or choose wherever you want to, depending if you won or not, there are rules there anyway
15- save it replacing the old one and try it. :)

any mistakes?

Posted: Thu Jul 12, 2012 11:13 am
by Dark Drago
Nope

Its really a good guide... :)
It might just need text formatting :?

Posted: Thu Jul 12, 2012 11:21 am
by Hammer Bro
Dark Drago wrote:Nope

Its really a good guide... :)
It might just need text formatting :?
Which you are talking? make it more specific to not confues

Posted: Thu Jul 12, 2012 11:28 am
by Dark Drago
Hammer Bro wrote:
Dark Drago wrote:Nope

Its really a good guide... :)
It might just need text formatting :?
Which you are talking? make it more specific to not confues
Another solution!
LACK OF SPECIFICITY...
I got it!

By the way, I was mentioning about ab47's post

Posted: Thu Jul 12, 2012 11:35 am
by Hammer Bro
Dark Drago wrote:
Hammer Bro wrote:
Dark Drago wrote:Nope

Its really a good guide... :)
It might just need text formatting :?
Which you are talking? make it more specific to not confues
Another solution!
LACK OF SPECIFICITY...
I got it!

By the way, I was mentioning about ab47's post
I will help you and anyone in trouble

Posted: Thu Jul 12, 2012 11:44 am
by Dark Drago
Thanks... :D
New Best Friend! 8)

Posted: Tue Aug 14, 2012 9:24 pm
by StinkerSquad01
I don't want this to fall into 2nd-page world.

Posted: Tue Aug 14, 2012 9:30 pm
by Wonderman109
StinkerSquad01 wrote:I don't want this to fall into 2nd-page world.
:?: :?
Wonderman109 wrote:Emerald, for the dialog visual adjusters, RT could stand for ReverberaTe.
Just in case you missed that, Emerald.

Also, I just noticed Dark Drago/Hammer Bro was replying to himself there and making it sound like the two were different people... :roll:

Posted: Tue Aug 14, 2012 9:41 pm
by StinkerSquad01
Wonderman109 wrote:
StinkerSquad01 wrote:I don't want this to fall into 2nd-page world.
:?: :?
Why...oh nevermind.

Posted: Tue Aug 14, 2012 9:42 pm
by Yzfm
Yes, I guess :lol:

Oh and BTW you forgot to put TextureName and WaterReact (or whatever in common adjustments section in Chapter 6, Emerald.

A lot of people who are new to the editor need to know these (I'm not new to the editor and don't know what waterreact is....)

Posted: Tue Aug 14, 2012 10:33 pm
by Wonderman109
Yzfm wrote:I'm not new to the editor and don't know what waterreact is....
Neither do I. What is it anyways? :? :(

Posted: Tue Aug 14, 2012 11:53 pm
by StinkerSquad01
WaterReact has no known use and TextureName was hacked to be available to us, so I think they are fine not being in the guide.
As for what WaterReact does, I remember seeing an old test video of early WA where MS put some things into water, and they sunk and moved about, so I wouldn't be surprised if he had added that variable to the editor things to do something like that, but decided to scrap it and ended up leaving the variable in there by mistake.

Posted: Wed Aug 15, 2012 12:23 am
by Qloof234
StinkerSquad01 wrote:WaterReact has no known use and TextureName was hacked to be available to us, so I think they are fine not being in the guide.
As for what WaterReact does, I remember seeing an old test video of early WA where MS put some things into water, and they sunk and moved about, so I wouldn't be surprised if he had added that variable to the editor things to do something like that, but decided to scrap it and ended up leaving the variable in there by mistake.
Yeah, I'm fairly sure this is all there is to it. In the video, objects sunk to different levels in the water and moved around in different patterns; if WaterReact is a remnant of this behavior it's likely still in the game because it's easier to simply dummy the code out instead of remove it altogether.

Posted: Wed Aug 15, 2012 12:36 am
by Yzfm
Now I discovered that the barrel's WaterReact value is default set to 10

Hmmm..

Posted: Wed Aug 15, 2012 12:36 am
by Emerald141

Posted: Wed Aug 15, 2012 1:15 am
by StinkerSquad01
Well, that was abrupt.