Posted: Sat Nov 21, 2009 8:22 pm
I have converted music I want to use into OGG files, but I can't find any info on how to make it work in the editor. I've read every page of this post. Can someone please tell me how to do this....
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GRRR! i cannot download it!!! upload it again!cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]
So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
I know this is a old topic but isn't there a command to deactivate shards?cbloopy wrote:Looks like you're right, and maybe there is no complications after all. I used MasterDatEditor to look at master.dat for the Rainbow Pool (Adventure87 in WA1) and discovers the CMD to activate the shards: CMD 114.DEEMAN223344 wrote:Besides, you cross the rainbow pool to use the shards so it must be a command.
I tested it out in WA Editor and the CMD definitely did something. Before running the CMD, using a shard will display the message "the shard makes a beautiful sound but nothing happens". Once the CMD has been run however, the message will instead say "you cannot use the shards while in an adventure", which I think is what would happen in WA1 if you try using the shards while not on the hub.
So, probably all the programming for the shards have been left intact. With luck maybe it's still there even in MOFI. I'll let other people test that out.
Boo Hookacpero wrote:GRRR! i cannot download it!!! upload it again!cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]
So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
Well, that was rude and unnecessary, to say the least.Clifford wrote:Boo Hoo
sorry but that level is stupid that maked mofi screen in the editor and this looks like bad lookQloof234 wrote:<3jdl wrote:The orange one acts like the one in WA:MOFI
EDIT: Test adventure lulz
Sorry, I was meaning boo hoo, it's down. (Uh Oh.) (I guess I didn't make it very clear.)Qloof234 wrote:Well, that was rude and unnecessary, to say the least.Clifford wrote:Boo Hoo
Kacpero's asking if someone could upload it again because cbloopy's geocities is down, and he's not the only one who could use it, I'll bet.
Clifford wrote:Sorry 'bout the trouble, Geocity says it broke down and my hard drive stuffed up so I can't download it. Can someone post a link to somewhere else?cbloopy wrote:[EDIT: as of May 2nd 2009, you should use MOFILevelConverter version 0.1.2.0 or higher if you want to convert levels made with the hacked Editor. You can get the latest version of MOFILevelConverter here]
So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
no. Even if they could, it's locked to their computer so it would be useless to anyone but them.tyteen4a03 wrote:Does anyone have a copy of MOFI editor? Please zip it and send it to me, I will upload it to WonderStorage.