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How do you use png's and bmp's for monster's textures?
Posted: Sun May 10, 2009 10:47 pm
by sonny
How do you use bmp's (I'm need rainbow scritters) and png's (I need void chomper) as monster's textures in the editor in order to use them? I don't know where to put them!!!

Posted: Sun May 10, 2009 10:58 pm
by Nobody
Make a folder called Custom, put it in the editor folder, then put the textures in it. You'll also need cploopy's edited .WOP files, which you will pu in Data\Editor\ObjectPresets. (I think) then you can change the name of the texture to: C:\WA Editor v096\Custom\redscritter (I think) or whatever. Do you still want to use them?
EDIT:
Or do below.
Posted: Sun May 10, 2009 10:58 pm
by Emerald141
Posted: Sun May 10, 2009 11:00 pm
by Nobody
Or do that.

Posted: Mon May 11, 2009 8:36 pm
by Emerald141
Posted: Mon May 11, 2009 8:43 pm
by dlcs18
Emerald141 wrote:I've noticed that whenever I post at the same time as somebody else, my post is always shown below.
That's because you are never actually posting at the exact same time. You post something and since you JUST posted it, it appears below. The post that is said to be posted at the same time was actually posted while you were making your own post, so it appears before it.
I hope that made sense. I have a different way of explaining things than most people.

Posted: Mon May 11, 2009 8:50 pm
by Emerald141
Posted: Wed Jun 03, 2009 2:51 pm
by bround
For BMPs:
First, in your "WA Editor V.num" folder, you will need create an folder thats called "Custom" and put textures here, you will need there files (it's from cbloopy:)
http://pcpuzzle.com/forum/download.php?id=31678 (you will need login before clicks this link!)
Then, extract him to "WA Editor V.num\Data\Editor\ObjectPresets".
On Editor, load an .wlv file (by clicking 1, 2, 3, 4, etc.) Then, search the category and item thats right to texture, Then, In "TextureName" option. there are this text: "!None", This means that item have a normal texture, To change texture, click to "!None" then enter this: "CUSTOM\texturename.bmp"
Put it to .wlv file, you are done!
For PNGs:
Like in BMPs. but on texturename you need to enter "CUSTOM\texturename.png"
Posted: Wed Jun 03, 2009 8:05 pm
by Emerald141
Posted: Wed Jun 03, 2009 8:15 pm
by dlcs18
Emerald141 wrote:Bround, that was kind of unnecessary.
Nobody said the same thing in a simpler manner up above.

For a minute I thought you ment Nobody as in actually nobody.

Posted: Wed Jun 03, 2009 8:17 pm
by Emerald141
Posted: Wed Jun 03, 2009 9:44 pm
by cbloopy
Emerald141 wrote:Bround, that was kind of unnecessary.
Nobody said the same thing in a simpler manner up above.

Well, at least bround was very explicit in the instructions. Given how some people like 2yu556 can't seem to do anything w/o instructions at that level of detail and explicitness, maybe bround's instructions is not a bad thing.
Posted: Fri Jun 05, 2009 12:25 pm
by AJQZC
I think it depends on whatever the person needs to do and how detailed / complicated it is?
Posted: Mon Nov 02, 2009 1:08 am
by tails the fox
Um sorry to imterrupt this but i listened to bround and what does bround mean by "load a wlv.file (By clicking 1,2,3,4 etc.)" What does he mean by that?
Posted: Mon Nov 02, 2009 1:18 am
by Qloof234
No, really?
He means to open the level in the editor. In the interface, at the side, there is a list of numbers. These numbers correspond to dialog files or adventure files. Click the number of the .wlv (adventure) file that you want to load.
Hey presto, that level's loaded.
Posted: Mon Nov 02, 2009 1:33 am
by tails the fox
I under standed most of that i know this is a really stupid thing but is there any way you can make that any clearer?
Posted: Mon Nov 02, 2009 2:51 am
by Qloof234
1. Run the WA Editor.
2. Select the adventure you're working on.
3. Under the WLV list, click the number of the area you want to work on. (see:
Multi-level adventures)
4. Follow the rest of the instructions.
5. ????
6. PROFIT
Note: Steps 5 and 6 are just jokes. They don't accomplish anything.
Posted: Fri Nov 06, 2009 5:55 pm
by md
Posted: Fri Nov 06, 2009 6:15 pm
by gameboy991
First of all, there's no need to post so many smilies.
Second, Cbloopy (did I capatilize it right?

) is a user on the forum who (might have) created the WA MOFI editor.
Third, I'm pretty sure all you need to do to convert is change the filename. I.E., click the box that says: "Save as: (insert .JPEG, .BMP, .DOC, etc.)" and change it to (insert .JPEG, .BMP, .DOC, etc.)
Posted: Fri Nov 06, 2009 6:47 pm
by Qloof234
As for .WOP files, those are what the Editor uses to get object settings, such as the model, the texture, or the settings players can use (e.g. XAdjust, YAdjust, ZAdjust, YawAdjust, etc.). It's advanced to make them from scratch.
You need a hex editor to work on .WOP files, too. I recommend XVI32.
Posted: Fri Nov 06, 2009 11:00 pm
by md
ok
firstly, i seem to have downloaded that hex editor you were talking about a long time ago.
secondly, what do i do in the hex editor and...
thirdly, i get confused by cploopy's and cbloopy... which one is it.
Please, Help.

Posted: Fri Nov 06, 2009 11:33 pm
by Nobody
md wrote:i get confused by cploopy's and cbloopy... which one is it.
Eh?
cbloopy: a person
cbloopy's: what the person made