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steelkeg
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Post by steelkeg » Mon Apr 20, 2009 4:38 am

There is an arcade game machine in the data/models/furniture folder and a token texture for the coins in the data/models/coin folder! we can make WOP's for them!!!
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AJQZC
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Post by AJQZC » Mon Apr 20, 2009 11:05 am

The WOPs are already made. They are in the WA game itself. :lol: :lol:
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steelkeg
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Post by steelkeg » Mon Apr 20, 2009 12:09 pm

I do not remember wops of these...
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Qloof234
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Post by Qloof234 » Mon Apr 20, 2009 2:09 pm

They exist, but we can't actually use them.



Which is why I'm testing my luck with Custom Models. Again. :lol:
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Post by Qloof234 » Mon Apr 20, 2009 2:38 pm

D-P:

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It turns out that the game knows the arcade model as "Obstacle34", and I found this out thanks to cbloopy's WA1LevelConverter (Converted the Arcade level, 28, opened it in XVI32 and found out where the arcade was by process of elimination). :wink:

The .wop file is below for those who want it. :)
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steelkeg
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Post by steelkeg » Mon Apr 20, 2009 3:22 pm

thanx. but what about wops for using the token texture?
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Post by JohnEmmanuel143 » Mon Apr 20, 2009 5:09 pm

You don't really need the token wop.

Just use the custom Item.
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Post by Emerald141 » Mon Apr 20, 2009 10:15 pm

Last edited by Emerald141 on Thu Sep 01, 2022 1:30 pm, edited 1 time in total.
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Qloof234
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Post by Qloof234 » Mon Apr 20, 2009 11:03 pm

Well, if you change the model and texture... :wink:

However, I might need to retry that. I just tried it now, nothing happened :lol:
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Post by Qloof234 » Mon Apr 20, 2009 11:20 pm

D-P, but some bad news.

EDIT: Nope, it's impossible to get the Custom Item to change its texture outside its representation, which is a 2D image on top of the model itself.

I have one last idea, but considering that nothing's worked so far, I have my doubts. :(
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Post by Nobody » Mon Apr 20, 2009 11:36 pm

Qloof234 wrote:D-P, but some bad news.

EDIT: Nope, it's impossible to get the Custom Item to change its texture outside its representation, which is a 2D image on top of the model itself.

I have one last idea, but considering that nothing's worked so far, I have my doubts. :(
Really? Did you edit the Gold Star texture? :?:
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Post by Qloof234 » Mon Apr 20, 2009 11:37 pm

Image

This screenshot is unedited.

As for if they work ingame, I'm still testing them.

The .wops will be released once I'm sure they work, don't worry. :wink:

Note that the Token texture on the Token item only shows up in the game itself, and not in the Editor.


EDIT: They both work fine! There are just some things that you should note while using them...


SubType: This is the same as FN. 1 = Win Adventure, 2 = ID On Local, etc. I'm not sure how gloves and the like fit in here.

Data1: FNID. Both of these use numbers, so no biggie.

Data0: Texture. This could well be the most important, because if you set it wrong then it doesn't look right in the game. To get it to load the Token Texture in your inventory, set this value to 5.



From what I can see, they look bigger than your average Gold Coin. Regardless, they serve their purpose. :wink:


How many points for style do I get for this? :lol:


EDIT2: fixed TP at the top :lol:
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Post by Nobody » Mon Apr 20, 2009 11:39 pm

Um, that wasn't a triple post! :lol:
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Post by Qloof234 » Mon Apr 20, 2009 11:46 pm

Whoops. :lol:


Guess my internet isn't so fast after all :lol:

As for this:
Nobody (The user) wrote:Really? Did you edit the Gold Star texture? :?:
Nothing except the .wop files themselves have been edited. No custom textures needed :wink:
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Post by cbloopy » Tue Apr 21, 2009 12:12 am

I didn't realize there's such a huge interest with the arcade/token objects. I'm very busy today but when I have time I can post the WOPs for both if Qloof haven't already done so. By the way, there is a token object in the arcade .wlv from WA1 so there's no need to try to fake one (I don't think the fake ones would work correctly with the machine...but I could be wrong).

The arcade machine's operation is a little specialized. The value of Data0 should be 2 plus a multiple of 3 (eg. 2, 5, 8, ...) The first time you use a token next to a machine, the machine will run CMD 1 on all objects whose ID has the machine's Data0 value. The second time, it will run CMD 1 for ID of Data0+1, and then the third and final time it will run CMD 1 for ID of Data0+2. If you try to use more tokens on the machine it will just report "you've already played all 3 games". If Data0 is not 2+multiple of 3, then you won't get the maximum of 3 uses (it'll max out at 2 uses for Data0 = multiple of 3, and 1 for Data0 = 1 + multiple of 3).

Because it just does CMD 1, you don't have to set up the machine with adventure stars; you can just as easily set up the machine to act on Activatible LevelExits or Bridges, or even Gates (except active gates are closed, so you probably want to activate some GC buttons that in turn can open the gates).
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Post by jdl » Tue Apr 21, 2009 12:14 am

Qloof234 wrote:How many points for style do I get for this? :lol:
I can tell that you have been watching AzuraBlade's videos. :lol:
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Post by Qloof234 » Tue Apr 21, 2009 12:45 am

@ cbloopy; I can think of one alternative to prevent several games from going off at once. Have each Token apply to each round on the arcade, so that you can only activate one at a time.

It's rough around the edges, but it's a start. :wink:



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Post by cbloopy » Tue Apr 21, 2009 1:08 am

Qloof234 wrote:@ cbloopy; I can think of one alternative to prevent several games from going off at once. Have each Token apply to each round on the arcade, so that you can only activate one at a time.
I think you misunderstood. You set up the different adventure stars/bridges/levelexits/gates etc. with different but consecutive IDs, so each time you use a token only one object is activated by the machine. This is exactly how WA1's arcade is set up. There's no "several games going off at once".

For example, in WA1, one of the machines have Data0 = 200. The three adventure stars associated with that machine have IDs of 200, 201 and 202. So first time you use a token on the machine, the ID=200 star is activated. The second time you use a token on the machine the 201 star is activated, and the final time activates the 202 star.
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Post by Qloof234 » Tue Apr 21, 2009 1:49 am

So, it all depends on the machine's ID compared to the Adventure Stars?

That makes more sense than what I came up with :lol:


For what it's worth, here's a level illustrating what I had thought of. Note that the Tokens need to be set to SubType 2 (ID On Local) if this method is used in a game, as opposed to SubType 5 (ID On Global) as they are here.
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the real arcade and token objects

Post by cbloopy » Tue Apr 21, 2009 9:58 am

Here are the WOPs for the real, functioning arcade and token objects. You'll need both WOPs because it turns out Qloof234's arcade WOP was created from model substitution rather than a more direct copy of the data in 28.wlv, so his arcade WOP doesn't actually behave like the real arcade object. You can of course keep his imitation arcade and token objects (rename the files or put them in separate folders from the real ones) for other uses I haven't thought of.

I include a test level to illustrate the general operation, which I explained in a previous post. Naturally the machine is best used with hubs and adventure stars, but if you aren't using hubs, you can simulate the stars by using a GC-Enhanced button with CMD set to 7, repeatable set to false, and textured to the adventure star graphics. (This is not shown in the test level; I got lazy and just have the machine activate used adventure stars which have no function.)

Because the machine ultimately just does CMD 1, you can repurpose it to be like something other than an arcade machine, especially if you apply a custom texture so that it doesn't look like the regular arcade machine. For example, you can make it a 3-use vending machine for keys or something.
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Post by steelkeg » Tue Apr 21, 2009 10:37 am

WOW! I was seeing all the work here and I need some explainations about the hubs. Can you please explain?
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Post by JohnEmmanuel143 » Tue Apr 21, 2009 1:26 pm

Once again cbloopy, you are AMAZING!




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Post by Nobody » Tue Apr 21, 2009 2:43 pm

steelkeg wrote:WOW! I was seeing all the work here and I need some explainations about the hubs. Can you please explain?
What explanations do you need?
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Post by AJQZC » Wed Apr 22, 2009 10:54 am

Looks like I need help on understanding and working out functions for custom icons. :oops: :oops:
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steelkeg
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Post by steelkeg » Wed Apr 22, 2009 1:07 pm

Nobody wrote:
steelkeg wrote:WOW! I was seeing all the work here and I need some explainations about the hubs. Can you please explain?
What explanations do you need?
How to make a hub system?
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Re

Post by Pawelec » Wed Apr 22, 2009 2:43 pm

How to make beach sounds:
1. Copy files:
tsvg1
tsvg2
tfbhvmm1
tfbhvmm2
from MOFI Data/Sounds into Data/Sounds in your editor folder (if you're working with MOFI, you don't have to do this).

2. Open your .wlv file in xvi32 (it's the best) and make marked tiles identical in your .wlv file (NOTE: (from title of your adventure to left) leave 8 tiles, write "FF" in next four tiles, as it's done at the screenshot).

3. Done!
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Re: Re

Post by cbloopy » Wed Apr 22, 2009 6:20 pm

Pawelec wrote:2. Open your .wlv file in xvi32 (it's the best) and make marked tiles identical in your .wlv file (NOTE: (from title of your adventure to left) leave 3 tiles, write "0F" in hex, leave 4 tiles, write "FF" in next four tiles, as it's done at the screenshot).
FYI: as explained in this post, the 0F is not needed.
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Post by cbloopy » Wed Apr 22, 2009 6:52 pm

steelkeg wrote:How to make a hub system?
Oy. This is almost like asking "how to use the Editor?" Unfortunately, it's going to take lots of explanations, since this is not an official feature of the Editor. I'm afraid no one has the time or patience to write a whole tutorial for this right now. Maybe one day......

Given how much information there is to explain, and how much work it's going to take, are you sure you don't want to start off making a few more standalone custom adventures first?

For now, in lieu of a real tutorial, here're the basic tools and information you'll need:

1) how to set up demo MOFI to run your own hub-based adventures
2) the adventure star WOP
3) MasterDatEditor
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Post by AJQZC » Thu Apr 23, 2009 2:08 pm

cbloopy, perhaps you should design a web page explaining (with tutorials) about these new features of the Editor, with all the Attachments added. It sure will help lots of level designers. :P :P
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Post by mqdar » Thu Apr 23, 2009 7:32 pm

AJQZC wrote:cbloopy, perhaps you should design a web page explaining (with tutorials) about these new features of the Editor, with all the Attachments added. It sure will help lots of level designers. :P :P
Actually, I think we should leave Cbloopy alone for once :wink: and get somebody else to do it. Who here thinks that they could accomplish this? I might, because I like doing this sort of stuff. :D
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