Page 5 of 60
Posted: Fri Feb 20, 2009 12:02 am
by mqdar
jdl wrote:Why?

What exactly is in this file anyway? It
seems like programming.
Yes, as Duncan says, you would have to somehow extract the programming from wg.exe, and very carefully put it manually into the editor's wg.exe. As if any of us could do that.

Posted: Fri Feb 20, 2009 12:08 am
by duncan
Shhhhh............... it might not work anyway, Patrick could have been aware of this long ago and made it impossible. as if any coding from MOFI put in the
editor would cause a MAV.
Posted: Fri Feb 20, 2009 12:31 am
by jdl
Maybe. And half this stuff were trying to do is very hard anyway so...
Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Posted: Fri Feb 20, 2009 2:45 am
by maxnick
Did you change the model texture file?
Posted: Fri Feb 20, 2009 6:47 am
by Clifford
We could change them but we can only have one or the other.
Edit2:
I did it but the Thwart looks extreemly ugly!
well,
Posted: Fri Feb 20, 2009 9:44 am
by JohnEmmanuel143
I did!But only changes textures like for example,
a color of a scritter is blue,you want it green.
turn it to green by using paint!That's how I got green void crystals!
I also tried to turn a scritter into a pumpkin but it looked more like a
basket ball with a green tail....
Posted: Fri Feb 20, 2009 10:43 am
by cbloopy
jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...
Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:
1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level
Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.
Posted: Fri Feb 20, 2009 11:10 am
by JohnEmmanuel143
cbloopy wrote:jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...
Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:
1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level
Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.
Yes,infact,cbloopy is right!
I got a plan to make an Ice flower:
Copy gjsfgmpxfsjdf.wdf and paste it at Data\Models\FireFlower...
after that,rename gjsfgmpxfs04.wdf into extra....
then name it to gjsfgmpxfsjdf.wdf.....
note:
You will notice that he still breathes fire right?
that's what I dunno how to change....
Posted: Fri Feb 20, 2009 2:31 pm
by DEEMAN223344
cbloopy wrote:jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...
Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:
1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level
Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.
yeah, the Ka-boom in MOFI said the Xyzzy would be a rip off for so many coins because you have blink that does the exact same thing.
but yes, when you copy a .wop file and rename it, the object from the wop
file and the renamed one are exactly the same thing.
_________________
Wsqajcdfxismcjauscju! I'd

but I can't....

Anytime, Anyplace, Adventure Always Awaits!
Wonderland Adventures Finished
WA: MOFI Loved
Posted: Fri Feb 20, 2009 7:44 pm
by mqdar
JohnEmmanuel143 wrote:note:
You will notice that he still breathes fire right?
that's what I dunno how to change....
That is where programming comes in. We'll never do it.

Posted: Fri Feb 20, 2009 8:38 pm
by cbloopy
Clifford wrote:Meanwhile my next goal is ice thwarts, ice fire flowers and putting colour 1 magic into the .wop file.
Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming), here's something actually useful and works.
Unzip and copy the WOP files into C:\WA Editor v096\Data\Editor\ObjectPresets\Magic and you'll now get "Orange GloveCharge" etc. in the editor under the "Magic" category of objects, in addition to the existing regular "GloveCharge".
Note: for some reason the white glovecharge displays as blue when put a new one into a level, but if you save the level and reopen it it will turn white. It is always white, even if it looks blue when you put a new one in a level.
Posted: Fri Feb 20, 2009 8:50 pm
by Qloof234
You, good sir, are a God amongst men.
Posted: Sat Feb 21, 2009 12:04 am
by richmond2010
I should always say that too.
Posted: Sat Feb 21, 2009 1:52 am
by jdl
Qloof234 wrote:You, good sir, are a God amongst men.
I second that emotion.

Posted: Sat Feb 21, 2009 2:02 am
by maxnick
I kinda got an IceFlower......
Posted: Sat Feb 21, 2009 2:34 am
by cbloopy
cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?
So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.
Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.
Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).
First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.
Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart
here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".
My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
Posted: Sat Feb 21, 2009 2:58 am
by Qloof234
First off, cbloopy > God. (no offense to anyone religious)
Second:
POSTING IN LEGENDARY TOPIC *brick'd*
Posted: Sat Feb 21, 2009 2:59 am
by dlcs18
That is so awesome!

Posted: Sat Feb 21, 2009 4:49 am
by mqdar
I haven't tried it yet, but... how did that feel when it worked? Very clever idea, wow!

You wouldn't have been able to do that with the original WA though.
Maybe it never looks like an ice flower because the programming with the current WA Editor just says, "Use this texture for the fire flower." In MOFI it adds the new programming which can look for a different texture. Also, the freezing spell ice flowers use is new. It has different properites.
Now to download that irresistable zip file...

Posted: Sat Feb 21, 2009 5:42 am
by Qloof234
I'm actually willing to bet that Fire Flowers and Ice Flowers were different objects - truth be told, I can't remember

Woohooo!!!!
Posted: Sat Feb 21, 2009 5:44 am
by JohnEmmanuel143
Now it's even easier to add new powers!!!!Cbloopy have been a big help!!!!
Re: I kinda got an IceFlower......
Posted: Sat Feb 21, 2009 6:33 am
by Clifford
cbloopy wrote:cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?
So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.
Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.
Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).
First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.
Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart
here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".
My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
I'm currently working on items like Flip Bridges.
I keep getting MAV. Help PLz!
Posted: Sat Feb 21, 2009 6:40 am
by richmond2010
cbloopy, you are like god...
Actually, you ARE god!
You joined us in New Year’s day, and yet cleverer than us all!
now to download...
@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
Posted: Sat Feb 21, 2009 6:54 am
by mqdar
richmond2010 wrote:cbloopy, you are like god...
Actually, you ARE god!
You joined us in New Year’s day, and yet cleverer than us all!
now to download...
@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
We. Cannot. Get. Features. From. MOFI. Without. The. Programming.
Posted: Sat Feb 21, 2009 7:34 am
by Clifford
richmond2010 wrote:cbloopy, you are like god...
Actually, you ARE god!
You joined us in New Year’s day, and yet cleverer than us all!
now to download...
@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
By the way, how did cbloopy get the ice flower?
@richmond2010
Do you mean CREATE one or copy the item from a mofi level.
Posted: Sat Feb 21, 2009 8:14 am
by bround
Posted: Sat Feb 21, 2009 9:49 am
by richmond2010
You can’t copy it from MoFI because they don’t have wop files.
Posted: Sat Feb 21, 2009 12:48 pm
by jdl
Cbloopy, what can you not do?
Hmm... Would their be any possible chance of making a aiming flower? That would be useful for Pop or blink.

Just an idea. It is EXTREMELY unlikely that anybody could do such a thing.
(The tile the magic ball goes to would be data 2! Example: x:16, y:27.)
Woohooo!
Posted: Sat Feb 21, 2009 1:21 pm
by JohnEmmanuel143
Now what to do is to change ice flower texture!!!!
Re: Woohooo!
Posted: Sat Feb 21, 2009 1:40 pm
by jdl
JohnEmmanuel143 wrote:Now what to do is to change ice flower texture!!!!
Or, do that and make a red FireFlower for the red spell balls, green for the green spell balls, etc. That way you can tell what they are! But you'd just need to change it for the red the ice spell balls since their the only ones that do anything.
