How do you make a Wop.

Leveltextures, Custom Icons, etc. for Wonderland Adventures.
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LittleZbot
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How do you make a Wop.

Post by LittleZbot » Sun Mar 20, 2011 12:12 am

How do you make a Wop? Like the Ultrafast chompers and Ultrafast NPC. Whoever made them just edited the speed of Chompers and NPCs, then turned them into Wops. How? I want to make a Wee Stinker NPC wop for other's convenience, but don't know how to put it in as a wop. Help.
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jafo1015
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Post by jafo1015 » Sun Mar 20, 2011 1:00 pm

That's a pretty complicated subject to try to give a simple answer to. My son and I have been experimenting with WOP making now for several months. The key, I would say, is to try to understand what the "chunks" of data in the wop affect. There are some for size, orientation, logic, ID number, speed, etc.

The way we figure this out, is by placing one object in a level where we have changed something, speed = 1000, for example. Then we open the wop and the level file in a HEX editor, find the section in the level file with the object you placed (it will look almost exactly like the WOP), and compare the two, looking for differences. There will always be some differences other than the data you adjusted, so you have to figure out what YOU adjusted and what the what the editor adds when it places an object in a level.

There is also a chunk of data known as the "logic data." This was found by opening a bunch of different WOPs and looking for differences. Eventually we found what data controls behavior and movement for an object. Changing this data can make things like chompers behave like NPC's, but is often unstable.

Below is a screenshot of the location of the "logic" data. A few more words about data: Most data is 4 bytes long and is either an integer (whole numbers) floating point decimals, or boolean (true/ false). The exception is string data (words) which can be any length, but will always be preceded by an integer with the number of characters in the string.
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LittleZbot
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Post by LittleZbot » Mon Mar 21, 2011 8:30 pm

:shock: .

How about I give you the level, you put it in the editor, find the wee stinker NPC, put it in one of your levels, and turn it into a wop. :lol: :oops:
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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jafo1015
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Post by jafo1015 » Mon Mar 21, 2011 9:21 pm

Sure!

But, is the NPC Wee Stinker anything different than a shrunk down Stinker NPC?
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LittleZbot
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Post by LittleZbot » Mon Mar 21, 2011 10:33 pm

I matched it so it is exactly the size of a woken-up wee stinker. It also has the green hat.
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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Nobody
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Post by Nobody » Mon Mar 21, 2011 10:35 pm

What about green shoes like a real one? Thet would be more useful to designers in my opinion.
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LittleZbot
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Post by LittleZbot » Mon Mar 21, 2011 10:38 pm

Forgot about those. :(
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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jafo1015
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Post by jafo1015 » Mon Mar 21, 2011 10:55 pm

Yeah, I can't do a shoe color that doesn't already exist for stinkers, since they can't do custom textures.
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Guppy Star
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Post by Guppy Star » Fri Apr 08, 2011 7:50 am

one way of editing speed is resetting parameters
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