Wop Request Thread *NOW OBSOLETE*
- MyNameIsKooky
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Wop Request Thread *NOW OBSOLETE*
Alright, I've figured out the ins and outs of wop files and how they tick. I'll be willing to make wops for anyone who asks.
But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
The two things I can do to wops is add extra parameters and change the model of the object.
Adding extra parameters are adding things like ScaleAdjust, ZAdjust, etc. to wops that didn't have those things before. For example, adding ScaleAdjust to a transporter is possible, and it works like a charm in the editor!
Modelswaps are very interesting and add for tons of possibilities. For a Spikeyball wop, I could replace the Spikeyball model with a Chomper model, thus it ends up looking like a Chomper with a Spikeyball behavior. Results are often hilarious in-game.
However, modelswaps aren't very flexible. A few minutes ago I tried making a TNT Barrel with the behavior of a Chomper, and the player MAV'd in my face when I played the adventure. So some modelswaps might crash the game.
Alright. Request away.
Also, here's a sample of my work which includes:
Drunk Chomper: A Chomper with Spikeyball behavior. Looks hilarious, bouncing around!
Explosive Chair: It will explode when hit by POW or a Spikeyball.
Wee Chomper: An oddly-textured Chomper with Wee Stinker behavior. It looks a tiny bit glitchy (facing you backwards), but functions properly.
To use new wops, unzip them and put them in any of the folders in Data/Editor/ObjectPresets.
But remember, wop files aren't very flexible. Most of the object's functions are tucked into wg.exe, and I can't edit that. Thus, it's impossible to make things like "Gem Gates" and other things discussed in the past. So be reasonable when making your requests.
The two things I can do to wops is add extra parameters and change the model of the object.
Adding extra parameters are adding things like ScaleAdjust, ZAdjust, etc. to wops that didn't have those things before. For example, adding ScaleAdjust to a transporter is possible, and it works like a charm in the editor!
Modelswaps are very interesting and add for tons of possibilities. For a Spikeyball wop, I could replace the Spikeyball model with a Chomper model, thus it ends up looking like a Chomper with a Spikeyball behavior. Results are often hilarious in-game.
However, modelswaps aren't very flexible. A few minutes ago I tried making a TNT Barrel with the behavior of a Chomper, and the player MAV'd in my face when I played the adventure. So some modelswaps might crash the game.
Alright. Request away.
Also, here's a sample of my work which includes:
Drunk Chomper: A Chomper with Spikeyball behavior. Looks hilarious, bouncing around!
Explosive Chair: It will explode when hit by POW or a Spikeyball.
Wee Chomper: An oddly-textured Chomper with Wee Stinker behavior. It looks a tiny bit glitchy (facing you backwards), but functions properly.
To use new wops, unzip them and put them in any of the folders in Data/Editor/ObjectPresets.
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Last edited by MyNameIsKooky on Mon Nov 25, 2013 8:01 pm, edited 1 time in total.
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- MyNameIsKooky
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I'll try. Carnifex is made up of 3 separate models (body, hat, and goggles) while the Thwart is made up of 1. I'll try to modelswap a Thwart to a Stinker model, but I think it might end up MAVing the game, but we'll see. If it DOES happen to work, the Stinker probably won't have any accessories on (and there's not really a way to fix that).
- Master Wonder Mage
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- MyNameIsKooky
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- MyNameIsKooky
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- MyNameIsKooky
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- MyNameIsKooky
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OK, done. A few notes, though:
1. By default, the Smashable House is HUUUUUUUUUUUGE. You must reduce the scale to something near 0.05 (0.0499999 I think) to get it to normal size.
2. The Smashable House will only break if it's hit in the spot it was placed... unless you're using CMD 5.
1. By default, the Smashable House is HUUUUUUUUUUUGE. You must reduce the scale to something near 0.05 (0.0499999 I think) to get it to normal size.
2. The Smashable House will only break if it's hit in the spot it was placed... unless you're using CMD 5.
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- MyNameIsKooky
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- MyNameIsKooky
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Yep! Here you go.
But you'll need to scale it down because it's huge at first.
But you'll need to scale it down because it's huge at first.
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Last edited by MyNameIsKooky on Mon Jul 11, 2011 9:28 pm, edited 1 time in total.
- Master Wonder Mage
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- MyNameIsKooky
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- MyNameIsKooky
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- Master Wonder Mage
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- MyNameIsKooky
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- jozsefkoma
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I made some time ago a teleporter level exit with all 8 colors available,but It need some hacking experience to use levels up to 4.Emerald141 wrote:a.) Because the other teleporters are too hard to make out... for now at least.
b.) Yes, in Adventure 999.
I posted it in the Wa Magical Test topic.
I will search for it and post a link.
Edit:
Here is the page:
LINK
- jozsefkoma
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- MyNameIsKooky
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