Page 24 of 60
Posted: Fri Apr 03, 2009 2:49 am
by Clifford
Qloof234 wrote:No, the game MAV'ed as soon as the level loaded ingame. I assume it's because the game calls upon the animations in question, but since they don't exist for the model...

...Sadly.
Hey! Now we can get a controlable Stinker!!!
replace !Weestinker (orwhatever it is) to !Stinker
Posted: Fri Apr 03, 2009 2:52 am
by Qloof234
@ My original post (about why it crashed);
YES, that is why it didn't work - I just went and changed the model calling in Cuboid to "!Sign" (Standard perfect sign)...
AND IT WORKED!!!
The sign expands and contracts, as one might guess. No dialog can be applied (yet

). As far as I know, POW can destroy it - I haven't tried yet. It can be turned, rolled, etc. etc. etc.
The .wop file is attached, for experimentation. If anyone wants me to try other model adjustments, PM me.
@Mqdar; Aw... That sucks... If only we could find some way to circumvent that.
@Clifford; Good idea! I'll try that, if you don't mind.
Now, here's a question for Cbloopy:
Is there any way that we can make a model stop playing animations period? I'm wondering because if we could, we could potentially use other model types on models with animations.

Posted: Fri Apr 03, 2009 3:00 am
by Qloof234
DOUBLE POST
Hey! I just got an awesome idea.
This involves the whole "Custom Model OMGLOL" concept, but not exactly "custom", to say the least.
I have NO IDEA if this will work or not, so don't trust me on this.
Okay. So, there's all those new Models in MoFI, right?
Who's to say that calling upon them won't work in game?!
This could be used, provided Cbloopy can help us make all models stop playing animations, to create Ka-Boom!s, Scouges, real Ice Trolls, and maybe even partially working Baby Boomers.
I really don't think that this will work at this point in time, but still, it may be possible.
@Clifford; Unfortunately, that idea didn't work. I thought that it would be awesome, too, but nothing happened, except an MAV.

Posted: Fri Apr 03, 2009 3:01 am
by Clifford
Sigh, not working.
Posted: Fri Apr 03, 2009 3:09 am
by Clifford
I have the best I dea ever!
Make the Wee stinkers scale to the size of a stinker.
Re input adjustments (so that they show Saleadjust: 1 not Scaleadjust: 2).
Get the wdf of Loof.
Put loof's texture onto the wee stinker!
Now you have a loof!
Posted: Fri Apr 03, 2009 3:11 am
by Qloof234
@Clifford; Heh! That'd be awesome!
BTW, on MoFI models - I just tried applying a Kaboom! on top of a Stinker NPC, but unfortunately this crashes the editor as well.
To be honest, this model switching seems to be very... Limited. That's expected, though, because this isn't intended game behavior.
Posted: Fri Apr 03, 2009 3:17 am
by Clifford
Qloof234 wrote:@Clifford; Heh! That'd be awesome!
BTW, on MoFI models - I just tried applying a Kaboom! on top of a Stinker NPC, but unfortunately this crashes the editor as well.
To be honest, this model switching seems to be very... Limited. That's expected, though, because this isn't intended game behavior.
Maybe there's something in units000 which tells the editor if it sees !Stinker it goes to Stinker in models unlike if you type in e.g. !Kaboom or !Babyboomer then it doesn't go straight to Data\Models to find it!
Posted: Fri Apr 03, 2009 3:17 am
by mqdar
Qloof234 wrote:BTW, on MoFI models - I just tried applying a Kaboom! on top of a Stinker NPC, but unfortunately this crashes the editor as well.
To be honest, this model switching seems to be very... Limited. That's expected, though, because this isn't intended game behavior.
!Kaboom will never work in the editor. It's not one of the editor's programmed 'natural' models. And of course model switching is limited. It's just graphical changes.
BTW, I've just finished making a cuboid scritter and a cuboid sign. The scritter looks so silly, as a cuboid.

Posted: Fri Apr 03, 2009 3:20 am
by Qloof234
Posted: Fri Apr 03, 2009 3:28 am
by mqdar
Qloof234 wrote:@mqdar; Nononono, that's not what I did. I saved the Kaboom folder into the Custom folder in WA Editor v96. I edited the .wop file (including length adjuster) to call on the model and texture. Apparently, this doesn't work yet.
Why don't you try creating folder "Kaboom" in the Models folder, and simply remove the "!"
and change the length byte from the model name in the wop file?
:
)
Posted: Fri Apr 03, 2009 3:44 am
by Qloof234
mqdar wrote:Qloof234 wrote:@mqdar; Nononono, that's not what I did. I saved the Kaboom folder into the Custom folder in WA Editor v96. I edited the .wop file (including length adjuster) to call on the model and texture. Apparently, this doesn't work yet.
Why don't you try creating folder "Kaboom" in the Models folder, and simply remove the "!"
and change the length byte from the model name in the wop file?
Because then I would have to type in:
"Data/Models/Kaboom/*filename*"
By default the game searches for custom models or images that are unrecognized in WA Editor v96.
Also, I have managed to do something that
isn't model switching, but extraordinary all the same:
No, they aren't cuboids. No, they aren't Generic Squares. Yes, they're the plain vanilla GloveCharge.wop file.
After I hacked and added in all the adjustments, that is.
It's pretty amazing if I do say so myself.
Now, the question I know that quite a few people would want the answer to: Do they work?
As a matter of fact, yes - but the stars flying up are always the same size as usual. I haven't finished with the editing process yet (I want to add the ID option), and so far only these four colours can be used - I haven't done these changes to Orange, Indigo, Green, White, or the stand-alone Red yet.
Comments? Criticism? Cake?

Posted: Fri Apr 03, 2009 3:47 am
by Clifford
OMG!
Unfortunatly, I failed to make Loof. We can't edit the hat. I'll try a bit harder.
Posted: Fri Apr 03, 2009 4:06 am
by Clifford
in glovecharge.wop how can we make it so we can choose anything with pressing shift (so we can get colour 3 glovecharge decorations)?
Posted: Fri Apr 03, 2009 4:13 am
by Qloof234
I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Posted: Fri Apr 03, 2009 4:38 am
by mqdar
Qloof234 wrote:mqdar wrote:Qloof234 wrote:@mqdar; Nononono, that's not what I did. I saved the Kaboom folder into the Custom folder in WA Editor v96. I edited the .wop file (including length adjuster) to call on the model and texture. Apparently, this doesn't work yet.
Why don't you try creating folder "Kaboom" in the Models folder, and simply remove the "!"
and change the length byte from the model name in the wop file?
Because then I would have to type in:
"Data/Models/Kaboom/*filename*"
No! I'm just wondering if maybe the game goes straight to the Models folder, but... let's forget that idea.
Posted: Fri Apr 03, 2009 4:57 am
by Qloof234
It seems to look in WA Editor v96. I'll try just putting in something like that next time.
Also, for those wondering, the cuboid sign I made can't accept dialog, but it can be simulated in a way.
....
Posted: Fri Apr 03, 2009 5:57 am
by JohnEmmanuel143
WAit Clifford!
I might make loof out of a Wee Stinker!Wait!
And I think that we get loof if we got the idea of making Scalable Wee stinker,use it's texture and Voila!Loof On the House!
Posted: Fri Apr 03, 2009 6:11 am
by Clifford
Ok then, let's see.
well,
Posted: Fri Apr 03, 2009 7:31 am
by JohnEmmanuel143
As it turns out in the picture,we had scalable Loof right?
Well, as it turns out in the game, it will return in it's normal size.
And you cant use cbloopy's custom texture option..
it uses 3 textures...
If you want to look in the scalable file I made,here...
Posted: Fri Apr 03, 2009 2:41 pm
by Qloof234
Qloof234 wrote:It seems to look in WA Editor v96. I'll try just putting in something like that next time.
Yes, the game calls right into the WA Editor folder.
Take a cuboid, for example, and in the editor, tell the game to make it load "mpbe.wdf". There isn't a path to be put in, you just have to type that in.
In game, the cuboid will use the loading graphic.

Posted: Fri Apr 03, 2009 11:47 pm
by AJQZC
Qloof234 wrote:I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

Posted: Sat Apr 04, 2009 12:14 am
by DEEMAN223344
if you mean used normally, I don't know, if you mean to use at all, that has already bean done.
Posted: Sat Apr 04, 2009 12:17 am
by mqdar
AJQZC wrote:Qloof234 wrote:I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

Hmm... I'm going to evily explore that WA Editor exe file...

Posted: Sat Apr 04, 2009 12:33 am
by cbloopy
AJQZC wrote:Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

Yes it's possible. But isn't it just as easy to use the WOPs I uploaded for the orange, green, indigo, white, and rainbow magic chargers? If I recall correctly, once the color value is outside of 1-7, you can get other out of range values (outside of 1-7) by clicking on the Color value (do a Shift-Right-click from 8 follow by more clicks for the 0 and negative values). It's only colors 1, 3, 5, and 7 that are problematic which is why I made the WOPs for those.
Posted: Sat Apr 04, 2009 1:34 am
by Clifford
AJQZC wrote:Qloof234 wrote:I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

That's what i'm trying to say. maybe if you change data0 to data1?
Posted: Sat Apr 04, 2009 1:36 am
by Qloof234
EDIT: Wait, nevermind, I misunderstood
Posted: Sat Apr 04, 2009 6:49 am
by Clifford
Why can't I load MoFI .wlv and .dia files in the editor.
Posted: Sat Apr 04, 2009 6:54 am
by Clifford
mqdar wrote:AJQZC wrote:Qloof234 wrote:I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

Hmm... I'm going to evily explore that WA Editor exe file...

How? It's not as if there's a Bltz3d decompilier out there.
Hex - editing won't work, once it's compilied nothing makes sence when you look into it.
Posted: Sat Apr 04, 2009 7:16 am
by mqdar
Why can't I load MoFI .wlv and .dia files in the editor.
It must be a slight change of programming for MOFI. Cbloopy has explained in the WA Editor Hex-editing topic.
Clifford wrote:mqdar wrote:AJQZC wrote:Qloof234 wrote:I don't know how to make all options usable, but thanks to cbloopy's work I found which data byte controls the color of the magic:
The two red circled areas (left is in Decimal, right is in text) is what controls the color.
As we can guess, 0 = red, 1 = orange, 2 = yellow, 3 = green, 4 = blue (Brr), 5 = indigo (blank), 6 = purple, 7 = white, 8 = rainbow (of a sort), and then the rest are probably all blank (black).
Is it possible to hack the option such that we do not get the limit of just 2, 4 and 6?

Hmm... I'm going to evily explore that WA Editor exe file...

How? It's not as if there's a Bltz3d decompilier out there.
Hex - editing won't work, once it's compilied nothing makes sence when you look into it.
Yes, I was a little over-hopeful there.

You can edit text that the game uses though. In the exe, it's just plain text, though if you do change it, make sure it has the same length as the original 'string' (string = text variable).
hmm,
Posted: Sat Apr 04, 2009 9:37 am
by JohnEmmanuel143
I took a lil visit to wg.exe(both wa editor and Mofi)...
And I became puzzled!
There are so much numbers there...So I may stick on editing other wops...
ps:The Texture changer part doesn't do any effect on a wee stinker..
And so does Scale adjust!