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richmond2010
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Post by richmond2010 » Sun Feb 15, 2009 4:01 am

Off topic: Yea. Do y’all know I’m going to release my forum anytime soon today or tomorrow? :lol:

On topic: I’m trying to figure out how to make the green magic work... Must be some code in the .WOP files.
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Post by Qloof234 » Sun Feb 15, 2009 4:25 am

Ehh... I'm still pretty sure that the .WOP files are all the object's options, seeing as they're absent from the actual game's data.

Off topic; I don't quite understand... Probably cuz I can't think straight right now (No, I'm not drunk :lol: )
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Post by richmond2010 » Sun Feb 15, 2009 4:29 am

Ontopic: Oh. Which means it should be somewhere else.

Offtopic: http://richmond2010.omgforum.net! Yay! My forum is a little boring. :(
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Post by Qloof234 » Sun Feb 15, 2009 4:37 am

On-topic: I would guess it's in one of the files that's common between both Editor and the game itself... hmmm... :twisted:

Off-Topic: I registered on your forum :D
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Post by richmond2010 » Sun Feb 15, 2009 4:39 am

:D

On topic: Yea, I thought so too.
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Post by cbloopy » Sun Feb 15, 2009 5:11 am

Qloof234 wrote:It gets tiring having to always worry that you're too far from the object if you use the red magic doesn't it? :lol:
Funny you said that. I just uploaded an adventure that features all the idiosyncracies of red magic, including the fact that it can turn around and hit you (which you can sometimes use to your advantage by luring it into the objects you want hit). But yeah, generally you want the orange magic since it's easier to control.
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Post by mqdar » Sun Feb 15, 2009 5:15 am

richmond2010 wrote:On topic: I’m trying to figure out how to make the green magic work... Must be some code in the .WOP files.
C'mon... :? :roll:

The wop files are editor info, nothing more.

The only actual coding for the green magic would be found in the exe file. Of course, we can't read an exe file, and that's why I'm saying that you would need to decompile it to figure out (nearly) everything.
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Post by jdl » Sun Feb 15, 2009 12:35 pm

mqdar wrote:
richmond2010 wrote:On topic: I’m trying to figure out how to make the green magic work... Must be some code in the .WOP files.
C'mon... :? :roll:

The wop files are editor info, nothing more.

The only actual coding for the green magic would be found in the exe file. Of course, we can't read an exe file, and that's why I'm saying that you would need to decompile it to figure out (nearly) everything.
How exactly would we "decompile" it? NotePad++? :?
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Post by Qloof234 » Sun Feb 15, 2009 5:39 pm

[techie] It all depends on the compression/compilation format. E.g, Graphics compression need a graphics decompressor made specifically to do so, code decompression (common term is compilation and stuff so yeah) needa a decompiler for it, etc. etc. [/techie]
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Post by CatHat5678 » Tue Feb 17, 2009 5:54 am

hey maby in mofi editor there will be custom models!?!?
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Post by Clifford » Tue Feb 17, 2009 7:29 am

Qloof234 wrote:
richmond2010 wrote:
AJQZC wrote:Hello, can we get back to the topic???? :shock: :shock:
Yep.

I'm gonna put the orange magic into my next adventure... It gets tiring having to always worry that you're too far from the object if you use the red magic doesn't it? :lol:


(Note to self; music =/= magic)
Good Luck Qlook234

Meanwhile my next goal is ice thwarts, ice fire flowers and putting colour 1 magic into the .wop file.

anyway, I wish you the very best luck with orange magic Qlook234
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Post by cbloopy » Tue Feb 17, 2009 8:24 am

Clifford wrote:Meanwhile my next goal is ice thwarts, ice fire flowers and putting colour 1 magic into the .wop file.
Well, maybe with CheatEngine you can confirm (or more likely disprove, in my opinion) whether WOP contains enough information to support completely new, functional objects like ice thwarts and ice flowers.

(Color 1 magic on the other hand should be a cinch with .WOP files.)
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Post by Clifford » Tue Feb 17, 2009 8:42 am

cbloopy wrote:
Clifford wrote:Meanwhile my next goal is ice thwarts, ice fire flowers and putting colour 1 magic into the .wop file.
Well, maybe with CheatEngine you can confirm (or more likely disprove, in my opinion) whether WOP contains enough information to support completely new, functional objects like ice thwarts and ice flowers.

(Color 1 magic on the other hand should be a cinch with .WOP files.)
Update:

IceFlowers and IceThwarts have not been a sucsess yet.
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Post by Qloof234 » Tue Feb 17, 2009 3:18 pm

Guys.

The .wop files don't have any gameplay data in them.

Look in the official game's folder. There isn't any reference to .wop files - except, y'know, the files with seemingly random names.

The .wop files ONLY contain editor data.

As in the options you can use on the item. I would say (if I were positive) that maybe even switching a .wop file from a glove charger and a barrel might work. Letting us make huge glove chargers.

But. It most likely wouldn't.
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Post by mqdar » Tue Feb 17, 2009 7:37 pm

Qloof234 wrote:Guys.

The .wop files don't have any gameplay data in them.

Look in the official game's folder. There isn't any reference to .wop files - except, y'know, the files with seemingly random names.

The .wop files ONLY contain editor data.

As in the options you can use on the item. I would say (if I were positive) that maybe even switching a .wop file from a glove charger and a barrel might work. Letting us make huge glove chargers.

But. It most likely wouldn't.
Exactly! :D

I think the wop files are linked very closely with the game's internal data, and that switching wop files could result in errors.

BTW, the files with seemingly random names: Did you know that they aren't random? MS just used a little letter trick to make it look like gibberish, and changed the file ending to .wdf.
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Post by Qloof234 » Tue Feb 17, 2009 11:25 pm

Ohhhhhh, I see where the random names come from! Very nice, Patrick.

Switching .wop files - Yeah, that's more or less what I was thinking.
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Post by Clifford » Thu Feb 19, 2009 5:04 am

mqdar wrote:
Qloof234 wrote:Guys.

The .wop files don't have any gameplay data in them.

Look in the official game's folder. There isn't any reference to .wop files - except, y'know, the files with seemingly random names.

The .wop files ONLY contain editor data.

As in the options you can use on the item. I would say (if I were positive) that maybe even switching a .wop file from a glove charger and a barrel might work. Letting us make huge glove chargers.

But. It most likely wouldn't.
Exactly! :D

I think the wop files are linked very closely with the game's internal data, and that switching wop files could result in errors.

BTW, the files with seemingly random names: Did you know that they aren't random? MS just used a little letter trick to make it look like gibberish, and changed the file ending to .wdf.
But if we could convert it to a Visual basic file....
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Post by cbloopy » Thu Feb 19, 2009 6:46 am

Clifford wrote:But if we could convert it to a Visual basic file....
Huh? Not sure I'm following. :?

Anyway, the game is not written in Visual Basic.
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Post by mqdar » Thu Feb 19, 2009 7:18 am

cbloopy wrote:
Clifford wrote:But if we could convert it to a Visual basic file....
Huh? Not sure I'm following. :?

Anyway, the game is not written in Visual Basic.
C'mon Clifford, I really don't think we'll be able to do anything like that. Even if you decompile an exe file, it is not perfect. And that's where all the coding is.
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Post by duncan » Thu Feb 19, 2009 5:53 pm

the wdf. i think can be viewed in paint. the wdf. files are the tex for the models
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Post by mqdar » Thu Feb 19, 2009 9:39 pm

duncan wrote:the wdf. i think can be viewed in paint. the wdf. files are the tex for the models
The wdf files are for a lot of things. In the Graphics folder, yes, they are textures and images, but that isn't their only purpose. :wink:

But these wdf files aren't going to help us get something like an ice flower. They don't have programming in them, just data for the game's exe to use.
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Post by jdl » Thu Feb 19, 2009 9:48 pm

WAIT! I just thought of this! Maybe the wg.exe file in your MOFI's game folder has all the programming for MOFI in it! What would happen if we replace our editors wg file with MOFIs and then try to use the models?
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Post by duncan » Thu Feb 19, 2009 10:00 pm

no, that would most likely run MOFI itself. you would have to copy the programing from it
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Post by jdl » Thu Feb 19, 2009 10:10 pm

duncan wrote:no, that would most likely run MOFI itself. you would have to copy the programing from it
Not if its in the Editors folder and named the exact same thing as the normal Editor one. :wink: And, the file itself might just contain the programming only!
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Post by mqdar » Thu Feb 19, 2009 10:26 pm

Hmm, no, I don't think it would work. :(

The MOFI editor is locked. My one only works on my computer, and the other designers' ones only work on theirs.
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Post by jdl » Thu Feb 19, 2009 10:46 pm

No, I mean using the file from the actual games folder, not the MOFI Editors. :wink:
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Post by mqdar » Thu Feb 19, 2009 10:50 pm

jdl wrote:No, I mean using the file from the actual games folder, not the MOFI Editors. :wink:
Ok, that would NOT work.
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Post by duncan » Thu Feb 19, 2009 10:51 pm

exactly, I tried that and using the player resulted an error message (no, it wasn't MAV) so it WILL NOT work
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Post by jdl » Thu Feb 19, 2009 10:52 pm

Why? :? What exactly is in this file anyway? It seems like programming.
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Post by duncan » Thu Feb 19, 2009 10:53 pm

its just another file that leads straight to the player, when i use Fraps(a program to record movies and take pics), instead of calling WA Payer, Wa player, it calls the Player "wg".
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