Page 1 of 1

Need learning how to make your own wops? Clicky Clicky!

Posted: Mon Oct 08, 2012 6:34 pm
by Yzfm
I made this guide for people new to the editor. I've heard Wonderman struggle about it several times..

:D WA Editor Hexediting lessons!! :D

Lesson 1: Adding adjustments:

Several of new people to the editor suffer from the problem that they need more adjustmentts for objects, It's really simple.

Requirements:

-Hex-editor (I use Neo)
-Attention (LOL)

Do it:

1-open the wop in hex editor.
2-Click on the dot after the last byte.
3-Count the number of letters in the word (i.e. TextureName has 11 letters)
4-Type the number of letters in the word in hex on your keyboard.*
-Now you shall have a byte after the last byte in the file with a number on it (in hex of course)
5-type 6 zeroes on your keyboard.
6-Type the name of the adjustment on the text side (if you write it in hex side it will mess up everything.)
7-Backup the file and save.

Let's take this example, we want to add texturename adjustment for say, the bed object, this must happen.

Hex Side:
*after last byte* 0b 00 00 00 *bytes representing TextureName word*

Text Side:
*after last letter* ....Texturename

*: Hex umbers:
0=00
1=01
2=02
3=03
4=04
5=05
6=06
7=07
8=08
9=09
10=0a
11=0b
12=0c
13=0d
14=0e
15=0f

Anyone likes that lesson?
Oh, almost forgot the picture:

Posted: Mon Oct 08, 2012 10:26 pm
by Wonderman109
Thank you thank you thank you! I can finally make that Longhouse wop I've been planing for! :D

Posted: Tue Oct 09, 2012 12:05 am
by Emerald141

Posted: Tue Oct 09, 2012 3:07 pm
by Yzfm
You're welcome Wonderman!!

@Emerald: How come I didn't notice that before?

um.. Since I already posted lesson 1, I'm going to take rest of things with ore details.

___________________________

Posted: Sat Feb 09, 2013 9:19 pm
by Wonderman109
Hey Yzfm, I could use a lesson on making HyperSpeeds and Modelswaps right now. If you find time...

Posted: Sat Feb 09, 2013 9:21 pm
by yot yot5
Wonderman109 wrote:Hey Yzfm, I could use a lesson on making HyperSpeeds and Modelswaps right now. If you find time...
You can find a lesson on modelswaps in Emerald's Editor Guide. Just search the contents list and you'll find it. :D

I have no idea about hyperspeed, though.

Posted: Sun Feb 10, 2013 4:51 pm
by Yzfm
HyperSpeeds? That would be interesting! I'll try to do it if I have time.

Posted: Mon Feb 11, 2013 10:50 am
by Pawelec
I'd like to learn how to set default values in WOPs (eg. how to make a Gate have ZScale set to 5.0 as default).

Posted: Mon Mar 25, 2013 8:25 pm
by Wonderman109
So Yzfm, do you have time yet?

Posted: Tue Mar 26, 2013 8:51 pm
by Yzfm
I totally forgot about this. But Here I go:

Lesson 2: Hyperspeeds and default values

In some levels you might need a chomper with an ultimate speed that the player can't outrun him in any way. Or you might need an insanely high hitpoints for a fireflower so that the player can never kill it. You have two solutions for this issue. One of them is to keep increasing the value to an insanely high value (like 1000) using your mouse, but it's time consuming and boring. So we go with the second choice: To set the default value in the wop itself.

Let's test that on a magic charger firstly. Open up the magic charger wop with your hexeditor.

You'll find two groups of f's. ignore the first, and come to the second. After the second group of f's, there's a byte (02), change it to - for example - (07). This will change Data0 (In case of the charger, the color) to the value 7. Which is the white nul magic. Open it up in the editor and put it in a level, then go to the player and test. It's shown in the following picture:

Image

Now, if we want to make a default speed for a chomper 1000 (insanely high). Open the chomper wop and look at the value after the second group of f's. It's 0 by default (The default speed for a chomper. The Hex code for the number 1000 is 3e8. For some reason, it has to be reversed. So change the first byte after the f's to the value (e8) and the second one after the f's to (03). Save it as "HyperChomper", open it up in the editor. The speed will be defaultly set to 1000.

(Note that each value is expressed in 4 bytes) It means that the first four bytes after the f's represent the first value (Data0) and the next four bytes express the second value (Data1), and so on.

This pic explains it all:

Image

What do you think?

Posted: Sat Mar 30, 2013 4:31 pm
by Yzfm
I need suggestions for what the next tutorial can be about. If you have anything concerning hex-editing wops, inform me.

And also please state whether the second lesson was understandable through the pics and the text.

Posted: Sat Mar 30, 2013 8:19 pm
by md
You could make the next one about logic and particle ID's.