how do you model tweak?

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ab-47
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how do you model tweak?

Post by ab-47 »

there are levels that I played before which got model tweaked! how? :?
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MyNameIsKooky
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Post by MyNameIsKooky »

What do you mean by "model tweak?"
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jozsefkoma
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Post by jozsefkoma »

Once cbloopy made a model tweak adventure with very impressive custom features.
I'm 100% sure that there was hacked wops.
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ab-47
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Post by ab-47 »

jozsefkoma wrote:Once cbloopy made a model tweak adventure with very impressive custom features.
I'm 100% sure that there was hacked wops.
Yes! :D can you tell me how?
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jozsefkoma
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Post by jozsefkoma »

If I'm remember correctly there was a pyramid growing from a chasm.
Make a pyramid with logic of a bridge and use a cmd to activate t.
I don't played this adventure for some years,so I don't remember exactly what you've seen in that.
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StinkerSquad01
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Post by StinkerSquad01 »

I remember, you go though a teleporter that looks like a classic one, then you walk by some firetrap torches, and use pow to shoot a box, then you find a rainbow star, and cross a bridge that comes up (not the barrel bridges). You come to a hole and place the star in and step on it, and a pyramid rises out of the chasm, you enter and in the middle of some more torches, is the gold star. :wink:
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Post by jozsefkoma »

The Wonderstar was a custom Item with some adjusts...
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ab-47
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Post by ab-47 »

jozsefkoma wrote:Make a pyramid with logic of a bridge
How do I Make the Pyramid having the logic of a bridge?
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Post by jozsefkoma »

2 methods:

1.Include The "Type" adjustment in wop
Next adjust it from editor.
2.change it from the logic data(the bite)

Try the first method,it easyer. :D
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ab-47
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Post by ab-47 »

jozsefkoma wrote:2 methods:

1.Include The "Type" adjustment in wop
Next adjust it from editor.
2.change it from the logic data(the bite)

Try the first method,it easyer. :D
can you list some "types" please?
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md
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Post by md »

ab-47 wrote:
jozsefkoma wrote:2 methods:

1.Include The "Type" adjustment in wop
Next adjust it from editor.
2.change it from the logic data(the bite)

Try the first method,it easyer. :D
can you list some "types" please?
I think types are like:
!ColourGate (the colour block)
!FlipBridge (the flipbridge)
!Barrel02 (the fire barrel)
!SteppingStone (the bridge)
...

There's a lot more. :)
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MyNameIsKooky
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Post by MyNameIsKooky »

md wrote:
ab-47 wrote:
jozsefkoma wrote:2 methods:

1.Include The "Type" adjustment in wop
Next adjust it from editor.
2.change it from the logic data(the bite)

Try the first method,it easyer. :D
can you list some "types" please?
I think types are like:
!ColourGate (the colour block)
!FlipBridge (the flipbridge)
!Barrel02 (the fire barrel)
!SteppingStone (the bridge)
...

There's a lot more. :)
Those aren't Types, those are the models.

The Type determines the behavior of the wop. SubType also helps determine this. Here's the list I've already posted twice. Most of the time, the Type is the first byte...

-=-KEY-=-
-: These bytes are right next to each other.
+: This represents a byte that should be ignored (and should be 00).

00-00: Static and not solid.
01-00: MAV upon sight.
04-01: Spikeyball.
0A+++00: Gate.
0A+++01: Cottage Door.
0A+++02: Dungeon Door.
0B-00: Tollgate.
0E-01: Busterfly/Glowworm.
14-00: Fire.
1E-00: Teleporter.
18-01: Spring.
22-01: Thwart.
28-00: Bridge.
33-00: Magic Shooter (MOFI).
34-00: Meteor (MOFI).
36-00: Magic Mirror (MOFI).
36-01: Rubber Ducky.
40-01: Void.
4A-01: Wysp.
54-01: Tentacle (MOFI).
5A+++00: Colour Square.
5A+++01: Colour Round.
5A+++02: Colour DiamondOnce.
5A+++03: Colour Diamond.
5A+++04: Colour Star.
5A+++05: ColX2Y Square.
5A+++06: ColX2Y Round.
5A+++07: ColX2Y DiamondOnce.
5A+++08: ColX2Y Diamond.
5A+++09: ColX2Y Star.
5A+++0A: LevelExit.
5A+++0B: NPC Modifier.
5A+++0C: Fake Stinker Exit.
5A+++0D: Adventure Star.
5A+++0E: Adventure Star (Used).
5A+++0F: General Command.
5A+++10: Rotator.
5A+++20: InvColour Square.
5A+++21: InvColour Round.
5A+++22: InvColour DiamondOnce.
5A+++23: InvColour Diamond.
5A+++24: InvColour Star.
5A+++25: InvColX2Y Square.
5A+++26: InvColX2Y Round.
5A+++27: InvColX2Y DiamondOnce.
5A+++28: InvColX2Y Diamond.
5A+++29: InvColX2Y Star.
5A+++30: Rotator Inv.
72-01++00: Green Crab (MOFI).
72-01++01: Red Crab (MOFI).
78-00: Wee Stinker.
7C-01: Ice Troll (MOFI).
D2-00: Transporter.
6E-00: Stinker NPC.
82+++0C: Stinker Exit.
86-01: Kaboom! (MOFI).
8C-00: Cage.
90-01: Baby Boomer (MOFI).
96-00: Scritter.
9A-01: Flip Bridge (MOFI).
A0-00: Wall.
A1-00: Waterfall.
A2-00: Cottage.
A3-00: Windmill Rotor.
A4-00: Fountain.
A5-00: Arcade.
A5-01: Scouge (MOFI).
A6-01: UFO (MOFI).
A7-01: Z-Bot (MOFI).
A8-01: Laser Gate (MOFI).
A9-01: Rainbow Coin (MOFI).
AA-00: Gold Star.
AB-00: Coin.
AC-00: Key.
AD-00: Gem.
AE-00: Token.
B3-00: Custom Item.
B4-00: Sign.
BE+++00: Splish.
BE+++01: Steam.
BE+++03: Spray.
C8-00: Glove Charger.
DC-00: Dragon Turtle.
E6-00: FireFlower.
F0-00: Barrel Reg.
F1-00: Barrel TNT.
F2-00: Cuboid.
FA-00: Chomper.
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md
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Post by md »

MyNameIsKooky wrote:
md wrote:
ab-47 wrote:
jozsefkoma wrote:2 methods:

1.Include The "Type" adjustment in wop
Next adjust it from editor.
2.change it from the logic data(the bite)

Try the first method,it easyer. :D
can you list some "types" please?
I think types are like:
!ColourGate (the colour block)
!FlipBridge (the flipbridge)
!Barrel02 (the fire barrel)
!SteppingStone (the bridge)
...

There's a lot more. :)
Those aren't Types, those are the models.

The Type determines the behavior of the wop. SubType also helps determine this. Here's the list I've already posted twice. Most of the time, the Type is the first byte...

-=-KEY-=-
-: These bytes are right next to each other.
+: This represents a byte that should be ignored (and should be 00).

00-00: Static and not solid.
01-00: MAV upon sight.
04-01: Spikeyball.
0A+++00: Gate.
0A+++01: Cottage Door.
0A+++02: Dungeon Door.
0B-00: Tollgate.
0E-01: Busterfly/Glowworm.
14-00: Fire.
1E-00: Teleporter.
18-01: Spring.
22-01: Thwart.
28-00: Bridge.
33-00: Magic Shooter (MOFI).
34-00: Meteor (MOFI).
36-00: Magic Mirror (MOFI).
36-01: Rubber Ducky.
40-01: Void.
4A-01: Wysp.
54-01: Tentacle (MOFI).
5A+++00: Colour Square.
5A+++01: Colour Round.
5A+++02: Colour DiamondOnce.
5A+++03: Colour Diamond.
5A+++04: Colour Star.
5A+++05: ColX2Y Square.
5A+++06: ColX2Y Round.
5A+++07: ColX2Y DiamondOnce.
5A+++08: ColX2Y Diamond.
5A+++09: ColX2Y Star.
5A+++0A: LevelExit.
5A+++0B: NPC Modifier.
5A+++0C: Fake Stinker Exit.
5A+++0D: Adventure Star.
5A+++0E: Adventure Star (Used).
5A+++0F: General Command.
5A+++10: Rotator.
5A+++20: InvColour Square.
5A+++21: InvColour Round.
5A+++22: InvColour DiamondOnce.
5A+++23: InvColour Diamond.
5A+++24: InvColour Star.
5A+++25: InvColX2Y Square.
5A+++26: InvColX2Y Round.
5A+++27: InvColX2Y DiamondOnce.
5A+++28: InvColX2Y Diamond.
5A+++29: InvColX2Y Star.
5A+++30: Rotator Inv.
72-01++00: Green Crab (MOFI).
72-01++01: Red Crab (MOFI).
78-00: Wee Stinker.
7C-01: Ice Troll (MOFI).
D2-00: Transporter.
6E-00: Stinker NPC.
82+++0C: Stinker Exit.
86-01: Kaboom! (MOFI).
8C-00: Cage.
90-01: Baby Boomer (MOFI).
96-00: Scritter.
9A-01: Flip Bridge (MOFI).
A0-00: Wall.
A1-00: Waterfall.
A2-00: Cottage.
A3-00: Windmill Rotor.
A4-00: Fountain.
A5-00: Arcade.
A5-01: Scouge (MOFI).
A6-01: UFO (MOFI).
A7-01: Z-Bot (MOFI).
A8-01: Laser Gate (MOFI).
A9-01: Rainbow Coin (MOFI).
AA-00: Gold Star.
AB-00: Coin.
AC-00: Key.
AD-00: Gem.
AE-00: Token.
B3-00: Custom Item.
B4-00: Sign.
BE+++00: Splish.
BE+++01: Steam.
BE+++03: Spray.
C8-00: Glove Charger.
DC-00: Dragon Turtle.
E6-00: FireFlower.
F0-00: Barrel Reg.
F1-00: Barrel TNT.
F2-00: Cuboid.
FA-00: Chomper.
Oh yes, those things, you posted them in the thread for the .wop maker. :)
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ab-47
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Post by ab-47 »

Thanks for the help guys, Now can someone tell me how to change the movement types of some stuff.
-Chomper movement
-Scritter movement
-ETC.
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MyNameIsKooky
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Post by MyNameIsKooky »

ab-47 wrote:Thanks for the help guys, Now can someone tell me how to change the movement types of some stuff.
-Chomper movement
-Scritter movement
-ETC.
You can't change that directly in the wops. You'll have to use Command 51.
CMD Dialogs wrote:51: Set MovementType to value Data4 for Objects with ID matching Data1
I don't think anyone has found the value for the Chomper MovementType yet.
ab-47
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Post by ab-47 »

But Jafo1015 did. He created Wops of monsters with different movement types. I dunno how.
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Post by MyNameIsKooky »

ab-47 wrote:But Jafo1015 did. He created Wops of monsters with different movement types. I dunno how.
Can you give me the wops? I might be able to figure it out.
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Post by ab-47 »

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Nobody
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Post by Nobody »

None of those act like Chompers. He just found a Green Crab MovementType already in WA for some reason.
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jafo1015
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Post by jafo1015 »

Plus, the chomper and crab movement types only work for models that "seek" the player. If I were to apply the chomper movement to a scritter, it would just try to go to tile 0,0 rather than to the player.

As for how I did this (or rather how my son figured this out)...

He applied the CMD51 effect to a creature and then saved the game. He then opened up the save file in a hex editor. The save file looks a lot like a .wlv file; Tile data first, and then object data. He just compared the data for a creature with CMD51 applied to one without, and noted what the changes were.

With a little experimentation, we figured out what bytes controlled movement behavior. It turned out there were two sets of bytes that needed to be changed in order to make the behavior something other than the default (see attachment.)
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ab-47
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Post by ab-47 »

AWESOME! (it's good to see you back jafo1015.
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