WA Editor Q&A(UPDATE WA EDITOR V.0.95

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tyteen4a03
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WA Editor Q&A(UPDATE WA EDITOR V.0.95

Post by tyteen4a03 » Sun Nov 04, 2007 3:44 am

Q1:How to make different style gates?
A1:Well, change "Frame" to 2 or 3. Then you have another frame for your gate.(By dlcs18)

Image

Q2:I installed the WA level editor but cant seem to find it. RTWP has a direct link to the editor for it but not for WA. Where is it?
A2:It's got nothing to do with the WA game so don't look in there.

If you installed it to the default place it will be in C:\WA Editorv095, it should also be in your start menu under WA Editor. From there you can access the editor and the player. It doesn't put an icon on your desktop but you can do that yourself by right clicking the link in the start menu and choosing 'create shortcut'.

Q3:Where is the Editor Manual?
A3:Link: http://www.midnightsynergy.com/adventures/editor/

Q4:How do I convert v0.80 editor files to the new version?
A4:You will need to do two things.
One: Copy the entire Adventure directory from its v0.80 location to “User Data\Adventures\Editing\Current”. You may wish to rename the directory (=the adventure’s filename) to better suit your new adventure naming system, but use no more than 38 letters for the name.
Two: Load the new 3D Editor. In the Master Screen, select each level file and save it. Then press compile to finalize the conversion. (You don’t need to make any changes to the levels, just load and save. Some additional information is added when you save the level in its new format. For example, without this conversion adventure names will not correctly appear on save game files. Note, however, that adventures with customtextures/icons might need some additional tweaking to run on the new system.)

Q5:Where do I download new Adventures (*.WA2 files) to?
A5:Downloaded adventures should be placed into the “User Data\Adventures\Downloads Inbox” directory. Each time the Player is started, this directory is searched and all new files automatically extracted into the correct location for play.

Upload adventures should be compiled (within the Editor). The *.wa2 files will be placed into your “User Data\Adventures\Downloads Outbox” directory, and should be uploaded from there (a copy is also placed into your Inbox, so that you can test the adventure by starting the player).

Q6:How can I view/edit other users’ downloaded adventures in the level editor?
A6:First, copy the entire directory (e.g. “Midnight Synergy#Test Adventure”)
from “User Data\Adventures\Current” to “User Data\Adventures\Editing\Current”.

Then, rename the copied directory to just “Test Adventure”, i.e. remove the name of the creator and the hash symbol (“#”). This is important, as otherwise the naming structure of adventures will be messed up. In fact, if the “#” is still present in the directory name, the adventure will not appear in the editor list.

Note: Do not rename the level in the original directory.

Q7:In RTW I could keep both Editor and Player open to quickly test changes. Is this possible?
A7:Yes. In the Editor, press the Compile button after making your changes. In the Player, the list is automatically updated each time the “Select Custom Adventure” screen is started. If you are in the actual adventure, open the menu and select “Abort Adventure” (not “Restart”). If you are already in the “Select Custom Adventure” menu, you can also press F12 to refresh it.
Last edited by tyteen4a03 on Sat Mar 01, 2008 3:35 pm, edited 1 time in total.
and the duck went moo

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pacman3211
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Post by pacman3211 » Sat Mar 01, 2008 11:58 am

how do you edit the original game levels?
maxnick
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Post by maxnick » Sat Mar 01, 2008 12:25 pm

pacman3211 wrote:how do you edit the original game levels?
You can't :wink: :wink: :cry: :cry:
Uijt jt nz tjhobuvsf.
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dlcs18
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Re: WA Editor Q&A(UPDATE WA EDITOR V.0.95

Post by dlcs18 » Sat Mar 01, 2008 6:01 pm

tyteen4a03 wrote:Q4:How do I convert v0.80 editor files to the new version?
A4:You will need to do two things.
One: Copy the entire Adventure directory from its v0.80 location to “User Data\Adventures\Editing\Current”. You may wish to rename the directory (=the adventure’s filename) to better suit your new adventure naming system, but use no more than 38 letters for the name.
Two: Load the new 3D Editor. In the Master Screen, select each level file and save it. Then press compile to finalize the conversion. (You don’t need to make any changes to the levels, just load and save. Some additional information is added when you save the level in its new format. For example, without this conversion adventure names will not correctly appear on save game files. Note, however, that adventures with customtextures/icons might need some additional tweaking to run on the new system.)

Q5:Where do I download new Adventures (*.WA2 files) to?
A5:Downloaded adventures should be placed into the “User Data\Adventures\Downloads Inbox” directory. Each time the Player is started, this directory is searched and all new files automatically extracted into the correct location for play.

Upload adventures should be compiled (within the Editor). The *.wa2 files will be placed into your “User Data\Adventures\Downloads Outbox” directory, and should be uploaded from there (a copy is also placed into your Inbox, so that you can test the adventure by starting the player).

Q6:How can I view/edit other users’ downloaded adventures in the level editor?
A6:First, copy the entire directory (e.g. “Midnight Synergy#Test Adventure”)
from “User Data\Adventures\Current” to “User Data\Adventures\Editing\Current”.

Then, rename the copied directory to just “Test Adventure”, i.e. remove the name of the creator and the hash symbol (“#”). This is important, as otherwise the naming structure of adventures will be messed up. In fact, if the “#” is still present in the directory name, the adventure will not appear in the editor list.

Note: Do not rename the level in the original directory.

Q7:In RTW I could keep both Editor and Player open to quickly test changes. Is this possible?
A7:Yes. In the Editor, press the Compile button after making your changes. In the Player, the list is automatically updated each time the “Select Custom Adventure” screen is started. If you are in the actual adventure, open the menu and select “Abort Adventure” (not “Restart”). If you are already in the “Select Custom Adventure” menu, you can also press F12 to refresh it.
Those were copied off Patrick's FAQ! :P
dlcs18
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tyteen4a03
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Re: WA Editor Q&A(UPDATE WA EDITOR V.0.95

Post by tyteen4a03 » Sun Mar 02, 2008 4:31 am

dlcs18 wrote:
tyteen4a03 wrote:Q4:How do I convert v0.80 editor files to the new version?
A4:You will need to do two things.
One: Copy the entire Adventure directory from its v0.80 location to “User Data\Adventures\Editing\Current”. You may wish to rename the directory (=the adventure’s filename) to better suit your new adventure naming system, but use no more than 38 letters for the name.
Two: Load the new 3D Editor. In the Master Screen, select each level file and save it. Then press compile to finalize the conversion. (You don’t need to make any changes to the levels, just load and save. Some additional information is added when you save the level in its new format. For example, without this conversion adventure names will not correctly appear on save game files. Note, however, that adventures with customtextures/icons might need some additional tweaking to run on the new system.)

Q5:Where do I download new Adventures (*.WA2 files) to?
A5:Downloaded adventures should be placed into the “User Data\Adventures\Downloads Inbox” directory. Each time the Player is started, this directory is searched and all new files automatically extracted into the correct location for play.

Upload adventures should be compiled (within the Editor). The *.wa2 files will be placed into your “User Data\Adventures\Downloads Outbox” directory, and should be uploaded from there (a copy is also placed into your Inbox, so that you can test the adventure by starting the player).

Q6:How can I view/edit other users’ downloaded adventures in the level editor?
A6:First, copy the entire directory (e.g. “Midnight Synergy#Test Adventure”)
from “User Data\Adventures\Current” to “User Data\Adventures\Editing\Current”.

Then, rename the copied directory to just “Test Adventure”, i.e. remove the name of the creator and the hash symbol (“#”). This is important, as otherwise the naming structure of adventures will be messed up. In fact, if the “#” is still present in the directory name, the adventure will not appear in the editor list.

Note: Do not rename the level in the original directory.

Q7:In RTW I could keep both Editor and Player open to quickly test changes. Is this possible?
A7:Yes. In the Editor, press the Compile button after making your changes. In the Player, the list is automatically updated each time the “Select Custom Adventure” screen is started. If you are in the actual adventure, open the menu and select “Abort Adventure” (not “Restart”). If you are already in the “Select Custom Adventure” menu, you can also press F12 to refresh it.
Those were copied off Patrick's FAQ! :P

Oops,found by you! :lol: :lol:
and the duck went moo

Beep bloop
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