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Hex-Editing/MOFI Editor FAQ

Posted: Sat Dec 11, 2010 10:25 pm
by MyNameIsKooky
Ask me questions on what things in the editor/Hex-Editing/MOFI stuff confuse you and I'll do my best to answer them (I've got lots of experience behind me with this stuff now).

Posted: Sat Dec 11, 2010 10:26 pm
by StinkerSquad01
How do you add things like ZAdjust?

Posted: Sat Dec 11, 2010 10:30 pm
by MyNameIsKooky
Follow these steps:

1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.

This is complicated, so you can request .wops for me to modify.

Posted: Sat Dec 11, 2010 10:35 pm
by Emerald141

Posted: Sat Dec 11, 2010 10:38 pm
by MyNameIsKooky
I don't know about that, I've never tried model swapping before. I'll look into it right now.

Posted: Sat Dec 11, 2010 10:47 pm
by MyNameIsKooky
DP.

So apparently the first thing after the ! in wop files is the model. You can edit that, but it's VERY GLITCHY AND PRONE TO CRASHING. D:>

Posted: Sat Dec 11, 2010 10:49 pm
by DEEMAN223344
I just change the model it uses.
eg.
You want a Thwart that has a cuboid model?
Change:
!Thwart
to
!Cuboid




BTW, I'm having trouble with one trick i'm trying with the editor. For some reason the player MAVs when the adventure is started.
Here's the .wa2 file.

Posted: Sat Dec 11, 2010 10:57 pm
by MyNameIsKooky
NPC Cuboids(?) would crash the game since they need a color parameter for their textures. Either that or broken animations.

Posted: Sat Dec 11, 2010 10:58 pm
by DEEMAN223344
Ah, that's the problem.

Posted: Sat Dec 11, 2010 11:01 pm
by StinkerSquad01
MyNameIsKooky wrote:Follow these steps:

1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.

This is complicated, so you can request .wops for me to modify.
Where do you insert the characters? Otherwise I gots it.

Posted: Sat Dec 11, 2010 11:02 pm
by MyNameIsKooky
Insert the new characters at the end of the file.

Posted: Sat Dec 11, 2010 11:08 pm
by StinkerSquad01
IT WORKS! NOW I WILL HAVE COOL GLOVECHARGES!
I plan to make a word doc. with all the adjust you can add to things.
Edit: Can you make it so say, you want a gem at color 8? (for experimental purposes of course)

Posted: Sat Dec 11, 2010 11:38 pm
by StinkerSquad01
Hello? *looks outside* Wow its dark.

Posted: Sat Dec 11, 2010 11:49 pm
by MyNameIsKooky
StinkerSquad01 wrote:Edit: Can you make it so say, you want a gem at color 8? (for experimental purposes of course)
So many questions about .wops...

I think there was a thing a while back about rainbow gems and stuff.

Posted: Sun Dec 12, 2010 12:05 am
by StinkerSquad01
So how do you make it?

Posted: Sun Dec 12, 2010 12:12 am
by MyNameIsKooky
I think you'll need to use custom textures, the parameters don't support going above 6 for gems as far as I know.

Posted: Sun Dec 12, 2010 12:19 am
by StinkerSquad01
Ok.

Posted: Sun Dec 12, 2010 12:24 am
by gameboy991
Yeah, I'm pretty sure there was a custom texture for that. Wasn't it for the "Rainbow Shard" or something? That can work for gems as well, right?

Posted: Sun Dec 12, 2010 12:26 am
by MyNameIsKooky
I believe so.

Posted: Sun Dec 12, 2010 12:58 am
by DEEMAN223344
The trick I tried failed, so It's up to you to see what went wrong.

Posted: Sun Dec 12, 2010 12:59 am
by MyNameIsKooky
If you're still trying to use the NPC Cuboids, don't. They won't work. They would try to perform animations that they can't.

Posted: Sun Dec 12, 2010 1:02 am
by DEEMAN223344
No, I didn't. Play the adventure and see what i did, because I can't explain.
It's best to also open it up in the editor to see what's going on.

Posted: Sun Dec 12, 2010 1:06 am
by MyNameIsKooky
I don't see what's wrong with it.

Explain your problem or I can't help you.

Posted: Sun Dec 12, 2010 3:47 am
by Guppy Star
MyNameIsKooky wrote:Follow these steps:

1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.

This is complicated, so you can request .wops for me to modify.
Kooky, can you please send me wops with Z adjust for

TRANSPORTER
TELEPORTER
GATES
BUTTONS

Posted: Sun Dec 12, 2010 3:48 am
by Guppy Star
Emerald141 wrote:How do you make a bookcase that acts like a sign?
I have a wop of it

Posted: Sun Dec 12, 2010 9:20 am
by ^_^
Emerald141 wrote:How do you make a bookcase that acts like a sign?
Jozsefkoma gave you a model like that.

Posted: Sun Dec 12, 2010 2:02 pm
by Emerald141

Posted: Sun Dec 12, 2010 2:32 pm
by Guppy Star
I renamed tentacle model and wdf to qmbou to get tentacle... The model looked like tentacle in MOFI but it doesn't act like tentacle

Posted: Sun Dec 12, 2010 3:38 pm
by DEEMAN223344
The model itself is JUST a model. Nothing more.

Posted: Sun Dec 12, 2010 4:56 pm
by MyNameIsKooky
Guppy Star wrote:Kooky, can you please send me wops with Z adjust for

TRANSPORTER
TELEPORTER
GATES
BUTTONS
ZAdjust already exists for gates. Why would you need ZAdjust for buttons to conceal them when we already have invisible buttons?

I'll make ZAdjust for Teleporter/Transporter right now.
Emerald141 wrote:If I recall correctly, that one always faces towards the player.
Modelswaps are very glitchy and can tend to crash the game. I don't think it would work with signs.