Hex-Editing/MOFI Editor FAQ
- MyNameIsKooky
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Hex-Editing/MOFI Editor FAQ
Ask me questions on what things in the editor/Hex-Editing/MOFI stuff confuse you and I'll do my best to answer them (I've got lots of experience behind me with this stuff now).
- StinkerSquad01
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- MyNameIsKooky
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Follow these steps:
1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.
This is complicated, so you can request .wops for me to modify.
1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.
This is complicated, so you can request .wops for me to modify.
-
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- MyNameIsKooky
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- DEEMAN223344
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I just change the model it uses.
eg.
You want a Thwart that has a cuboid model?
Change:
!Thwart
to
!Cuboid
BTW, I'm having trouble with one trick i'm trying with the editor. For some reason the player MAVs when the adventure is started.
Here's the .wa2 file.
eg.
You want a Thwart that has a cuboid model?
Change:
!Thwart
to
!Cuboid
BTW, I'm having trouble with one trick i'm trying with the editor. For some reason the player MAVs when the adventure is started.
Here's the .wa2 file.
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- MyNameIsKooky
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Where do you insert the characters? Otherwise I gots it.MyNameIsKooky wrote:Follow these steps:
1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.
This is complicated, so you can request .wops for me to modify.
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- Guppy Star
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Kooky, can you please send me wops with Z adjust forMyNameIsKooky wrote:Follow these steps:
1. Head to Data\Editor\ObjectPresets
2. Open a .wop file that has ZAdjust with a Hex Editor (Barrel Reg.wop, for example)
3. Look for ZAdjust and the few spaces before it
4. In Hex, tthe few spaces ZAdjust before it should look something like "07 00 00 00". Add this to a different wop file including ZAdjust (MAKE BACKUPS!!!) and it should work.
This is complicated, so you can request .wops for me to modify.
TRANSPORTER
TELEPORTER
GATES
BUTTONS
- Guppy Star
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I have a wop of itEmerald141 wrote:How do you make a bookcase that acts like a sign?
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Last edited by Guppy Star on Sun Dec 12, 2010 12:33 pm, edited 1 time in total.
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- MyNameIsKooky
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ZAdjust already exists for gates. Why would you need ZAdjust for buttons to conceal them when we already have invisible buttons?Guppy Star wrote:Kooky, can you please send me wops with Z adjust for
TRANSPORTER
TELEPORTER
GATES
BUTTONS
I'll make ZAdjust for Teleporter/Transporter right now.
Modelswaps are very glitchy and can tend to crash the game. I don't think it would work with signs.Emerald141 wrote:If I recall correctly, that one always faces towards the player.