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Posted: Sat Mar 15, 2014 11:51 pm
by Koopson44
StinkerSquad01 wrote:Nope. For cutscenes without the player we'd just put them in a fake wall.

Or VERRRY good Video editor.

Posted: Sun Mar 16, 2014 12:06 am
by Jutomi
I made a cut-scene. :lol:

The Elevator? :lol:

Posted: Sun Mar 16, 2014 12:10 am
by Muzozavr
Koopson44 wrote:
StinkerSquad01 wrote:Nope. For cutscenes without the player we'd just put them in a fake wall.

Or VERRRY good Video editor.
That would mean doing things manually, which defeats the purpose.

Any way of hacking the exe to allow the game to keep going even after you die and the player model disappears? I wouldn't need the ability to move, but the ability to center the camera on something that isn't there would be of GREAT help.

Posted: Sun Mar 16, 2014 12:32 am
by StinkerSquad01
Koopson44 wrote:
StinkerSquad01 wrote:Nope. For cutscenes without the player we'd just put them in a fake wall.

Or VERRRY good Video editor.
That's... not what I meant.
Muzozavr wrote:Any way of hacking the exe to allow the game to keep going even after you die and the player model disappears? I wouldn't need the ability to move, but the ability to center the camera on something that isn't there would be of GREAT help.
Severely doubt it. That'd require a lot of recoding.

Posted: Sun Mar 16, 2014 12:37 am
by DEEMAN223344
It would take some work and make things a bit more restrictive, but you could temporally replace textures with blackness to make the player and HUD invisible.

Posted: Sun Mar 16, 2014 12:59 am
by Muzozavr
DEEMAN223344 wrote:It would take some work and make things a bit more restrictive, but you could temporally replace textures with blackness to make the player and HUD invisible.
You mean "transparity" instead of "pure blackness"?

Also, is there any way to make your stinker invisible while keeping other stinkers visible?

Since there's a difference between "destroy" and "deactivate": what happens when your stinker gets deactivated?

Posted: Sun Mar 16, 2014 1:11 am
by Wonderman109
Nothing, if I remember correctly from earlier experiments.

Posted: Sun Mar 16, 2014 1:28 am
by MyNameIsKooky
Muzozavr wrote:
DEEMAN223344 wrote:It would take some work and make things a bit more restrictive, but you could temporally replace textures with blackness to make the player and HUD invisible.
You mean "transparity" instead of "pure blackness"?
Black pixels in a texture are interpreted as transparency by the WA engine.
Muzozavr wrote:Since there's a difference between "destroy" and "deactivate": what happens when your stinker gets deactivated?
Nothing. The player object has an ActivationSpeed of 0, meaning that it's impossible to deactivate. Maybe if you changed the ActivationSpeed via CMD 4 it would be doable, but since that command is really "new" I haven't tried it yet.

Posted: Sun Mar 16, 2014 1:37 am
by Qloof234
MyNameIsKooky wrote:Maybe if you changed the ActivationSpeed via CMD 4 it would be doable, but since that command is really "new" I haven't tried it yet.
Just tried this. The end result is that the player's hat, glasses, and shadow all disappear, and you can't interact with some objects(presumably all buttons, not sure)

Posted: Sun Mar 16, 2014 3:05 am
by Koopson44
Qloof234 wrote:
MyNameIsKooky wrote:Maybe if you changed the ActivationSpeed via CMD 4 it would be doable, but since that command is really "new" I haven't tried it yet.
Just tried this. The end result is that the player's hat, glasses, and shadow all disappear, and you can't interact with some objects(presumably all buttons, not sure)
Is there any way I could help?

Posted: Sun Mar 16, 2014 9:07 am
by Muzozavr
At this moment I'm not even doing anything other than some extremely rough pre-planning, so... maybe later, somehow, but at the moment... not really. Sadly, I don't think you know enough about editor to answer some of the, frankly, bizarre questions I have. My questions will be very strange and they have nothing to do with "normal" editor/game usage.

The CMD4/deactivation thingy could actually be interesting in some sort of a puzzle, though, but that's not important for the project, anyway.

Posted: Sun Mar 16, 2014 2:53 pm
by Koopson44
Muzozavr wrote: Sadly, I don't think you know enough about editor usage.

The CMD4/deactivation thingy could actually be interesting in some sort of a puzzle, though, but that's not important for the project, anyway.
Time for me to do some experimenting. 8)

Posted: Sun Mar 16, 2014 7:36 pm
by HumanGamer
Muzozavr wrote:...rip out all the graphical resources from the WA games and then use some 3D modelling program like Blender to put it all together.
Easy :)

Go into the Data/Models folder of WA do the following:

Remember: .WD1 = .B3D, .WD2 = .MD2, .WD3 = .3DS

.WDF = .BMP\.JPG\.PNG (based on start of file in hex)
Hex:
BMP = 42 4D 36
JPG = FF D8 FF
PNG = 89 50 4E 47

Also: a = z, b = a, c = b, d = c, etc...

Example: Chomper

go into the Chomper folder then to figure out the names just shift the letters up one so:

dipnqfs.wd2 = chomper.md2
dipnqfs.wdf = chomper.png

Tada!

Blender can import 3ds by default and I believe there is an md2 import plugin somewhere and you could probably find some kind of b3d converter somewhere :)

fyi: md2 files are the ones with animations :)

~ Matt

Posted: Sun Mar 16, 2014 8:02 pm
by Muzozavr
Oh wow. So, due to time constraints and my video card being a piece of crap I can't really do anything, at least for now... but thank you. Whenever somebody makes full use of this... it's going to be amazing.

Posted: Sun Mar 16, 2014 8:07 pm
by Koopson44
Muzozavr wrote:Oh wow. So, due to time constraints and my video card being a piece of crap I can't really do anything, at least for now... but thank you. Whenever somebody makes full use of this... it's going to be amazing.
Don't ask me. My dad won't let me edit any files after what happened last time.