I need help...How to making swiming watering adventures in W

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bround
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I need help...How to making swiming watering adventures in W

Post by bround » Sun Sep 14, 2008 11:46 am

A. how to making swiming watering adventures in WA? understand? please reply! Please Reply and Help!!!
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Post by tyteen4a03 » Sun Sep 14, 2008 12:33 pm

That's impossible in WA.
and the duck went moo

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Post by jdl » Sun Sep 14, 2008 12:41 pm

I think he means walking in water. It is used in the sewers, its in the room where the adventure "To Catch A Thief" is.

Its also in an adventure where the buttons are underwater and you can't see them.

If that is what he means, then I don't know how to do it, sorry! I think you set the water logic to floor, and raise the Xtrude.
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Post by Blast!10 » Sun Sep 14, 2008 2:48 pm

Yeah, I don't think it's possible, but I can't check it anyway =(
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Post by Qloof234 » Sun Sep 14, 2008 6:31 pm

I would check but I don't understand a single thing that bround means, and trying to read broken English gives me a headache.
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Post by Nobody » Sun Sep 14, 2008 6:51 pm

Qloof234 wrote:I don't understand a single thing that bround means, and trying to read broken English gives me a headache.
How do you make levels where you walk in water (i think)
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Post by mqdar » Sun Sep 14, 2008 8:29 pm

Bround means something like, "How do you make adventures that you can 'swim' in?" I think he uses a translator. He said "watery," so he must mean "walking on water." Yes, that is possible.

Let's say you have a maze with 0.0 floors (Xtrude) and 1.0 walls. You want the water to be touching you, simulating a flood. You can do two things, the second one being more efficient and in some other cases, better-looking:

1. Raise the water for the floor tiles by adjusting WHeight so that it is just above ground (default setting -0.2, wanted setting something around 0.3). You'll see the water above the floors in the editor. Adding the walls will give the effect (otherwise it looks like the water is floating).

2. Make the adventure normally, acting as if it was just a maze. Then, cross out every tile setting except WHeight (put the mouse over a property and press Enter/Return). Note that the tile textures and the water texture are also properties. You'll see "Not Used" when crossing them out. Set WHeight to something like 0.3 and press "Wipe." Now the walls have the same water height. I don't think you would notice it when you play the adventure, but in some cases, like walking on walls, (as seen in the sewers in WA) if you don't also make the 'walls' have the same lower water height, you'll see water in them. It looks very awkward.
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Post by bround » Mon Sep 15, 2008 11:43 am

Sorry, mrx, I follow and The Ice NOT Sliding, The Ice changed to floor :D
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Post by tyteen4a03 » Mon Sep 15, 2008 3:14 pm

Make a water texture,and use the texture instead of water tile.

Or...HEX :twisted:
and the duck went moo

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Post by mqdar » Mon Sep 15, 2008 6:30 pm

tyteen4a03 wrote:Make a water texture,and use the texture instead of water tile.

Or...HEX :twisted:
I think hexing is a lot harder in WA. I opened up a test level in Notepad++, and the hex was impossible!

Anyway, why has bround gone ridiculously off-topic? :? :roll:
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Post by jdl » Mon Sep 15, 2008 9:45 pm

Mqdar, can you make individual water tiles raised?
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Post by mqdar » Mon Sep 15, 2008 10:23 pm

jdl wrote:Mqdar, can you make individual water tiles raised?
The whole point in my previous post of having two ways of approaching the water problem was that every individual tile's water height (you're saying "water tile") is adjusted seperately. :wink:
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Post by jdl » Mon Sep 15, 2008 10:32 pm

Ok, because I'm going to raise the water in my Fire Island 5 level. Check the Custom Advs. forum. :wink:
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Post by Qloof234 » Tue Sep 16, 2008 4:17 am

mqdar wrote:
tyteen4a03 wrote:Make a water texture,and use the texture instead of water tile.

Or...HEX :twisted:
I think hexing is a lot harder in WA. I opened up a test level in Notepad++, and the hex was impossible!

Anyway, why has bround gone ridiculously off-topic? :? :roll:
Now I wanna open one up in Context... BRB.


Uhhhh.. Never mind... It's not very possible or doesn't look it at least.

Yeah, I've looked through around dozen of the files and until someone "cracks" the level format, it's not gonna work.

For the heck of it I'm gonna look at the Beta test level.

HOLY CRAP, the level format is Hard-Coded beyond belief. Who's willing to bet Pat did this so we can't Hex-Edit it until we accidently crash it? :lol:

Also major lol at the second area's coding in the Beta level:
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Post by bround » Tue Sep 16, 2008 9:25 am

hmm, Thanks! Thanks your helps wonderlanders! I love to swiming adventure to editing! Thanks guys!
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Post by tyteen4a03 » Tue Sep 16, 2008 12:13 pm

...and thanks bround for giving us loads of guessing games LOL
and the duck went moo

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Post by bround » Tue Sep 16, 2008 12:15 pm

:roll:
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Post by tyteen4a03 » Tue Sep 16, 2008 12:19 pm

[size=0]He is a little kid so he don't know how to read this text DX]

So we get a little kid who don't use English property.That why I say he posted loads of guessing games.LOL
[/size]
and the duck went moo

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Post by ben-09 » Wed Sep 17, 2008 5:14 am

:lol: LOL

I know brounds a little kid.He said he it himself.he said he was 6 :lol:
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Post by bround » Sat Sep 20, 2008 4:15 pm

ben-09 wrote::lol: LOL

I know brounds a little kid.He said he it himself.he said he was 6 :lol:
hahahaha! and im 6 age little kid!
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Post by jdl » Sat Sep 20, 2008 7:01 pm

How do you simulate walking on walls???
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Post by mqdar » Sat Sep 20, 2008 7:28 pm

jdl wrote:How do you simulate walking on walls???
Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms. :shock: Did I tell anyone I was the WA Editor Master (WAEM)? :P

To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.

Is that clear now? :)
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Post by bround » Sun Sep 21, 2008 5:31 am

mqdar wrote:
jdl wrote:How do you simulate walking on walls???
Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms. :shock: Did I tell anyone I was the WA Editor Master (WAEM)? :P

To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.

Is that clear now? :)
what?
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Post by mqdar » Sun Sep 21, 2008 5:38 am

bround wrote:
mqdar wrote:
jdl wrote:How do you simulate walking on walls???
Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms. :shock: Did I tell anyone I was the WA Editor Master (WAEM)? :P

To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.

Is that clear now? :)
what?
Umm, do you really think I"m gonna say all that again? :lol:

It's not very complicated. Just read through each little part and make sense of it. :wink:
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Post by bround » Sun Sep 21, 2008 5:46 am

mqdar wrote:
bround wrote:
mqdar wrote:
jdl wrote:How do you simulate walking on walls???
Well, it's just the inverse. When I got the editor, I really wanted to work it out. When you come to the end of my explanation, you must know that the same thing can be done with objects, like mushrooms. :shock: Did I tell anyone I was the WA Editor Master (WAEM)? :P

To simulate walking on walls, you need to lower the normal floor tiles and the normal water tiles. The water tiles will be very low, so if you want an adventure where you step on an arrow to get on the walls, if there is water in the level, make sure that it is not too deep.
When you make the walls, they are at ground level (above the floors lowered to, e.g, -1.0).
You could say that this is a bit 'unnatural' for the editor. You cannot rely on the presets. You'll need to create original tiles, adjusting the textures of course.

Is that clear now? :)
what?
Umm, do you really think I"m gonna say all that again? :lol:

It's not very complicated. Just read through each little part and make sense of it. :wink:
No, And What?
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Post by mqdar » Sun Sep 21, 2008 6:23 am

What do you mean? What what? (Oh no. It's getting more confusing :lol: )
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Post by ben-09 » Sun Sep 21, 2008 6:35 am

bround, this effect may be too complicated for you.
if you dont understand how to do it,dont do it. :)
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Post by Nobody » Sun Sep 21, 2008 6:16 pm

couldn't you just make the floor higher than the walls? (i haven't exactly cone anything with the WAE :P )
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Post by mqdar » Sun Sep 21, 2008 8:06 pm

Nobody wrote:couldn't you just make the floor higher than the walls? (i haven't exactly cone anything with the WAE :P )
No, because 'you' (your stinker) always start at height 0.0. The 'floor' must be 0.0. :wink:
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Post by bround » Mon Sep 22, 2008 9:40 am

Please CLOSED this topic and not reply to this topic

Beware! I have new Problem! http://www.pcpuzzle.com/forum/viewtopic.php?t=16965 please
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