Page 12 of 17
Posted: Mon Aug 06, 2012 9:15 pm
by |Cookie|
Master Wonder Mage wrote:We can make a flower wysp if that will help you.
Ok, anything make it talk.
EDIT: PAGE 12!
Posted: Tue Aug 07, 2012 2:53 am
by Master Wonder Mage
Would someone make a super-adjustable duck? I can't finish TMD19 without it.
Posted: Tue Aug 07, 2012 2:25 pm
by MyNameIsKooky
Kidkid, you can just as easily use a sign on an XAdjusted flower. In fact, you can do that to make it seem like you're talking to just about anything. But I've attached the Flower2 Wisp anyways.
StinkerSquad01 wrote:You can't swap either of those objects models because they have animations.
Thwarts/Ice Trolls have the arm raised pose and moving animations.
Wee stinkers have the sleeping pose and walking animation.
Wrong. Wee Stinker objects are compatible with almost any model. Granted, most of the time Wee Stinkers with model swaps look really weird, but they work.
The Wee Thwart functions normally, but plays many of the Thwart animations out-of-context.
Posted: Tue Aug 07, 2012 5:51 pm
by Sammy_P
Is it possible for SuperAdjustable Items?
Posted: Tue Aug 07, 2012 6:12 pm
by Emerald141
Posted: Wed Aug 08, 2012 4:08 pm
by StinkerSquad01
MyNameIsKooky wrote:StinkerSquad01 wrote:You can't swap either of those objects models because they have animations.
Thwarts/Ice Trolls have the arm raised pose and moving animations.
Wee stinkers have the sleeping pose and walking animation.
Wrong. Wee Stinker objects are compatible with almost any model. Granted, most of the time Wee Stinkers with model swaps look really weird, but they work.
oh okay
Posted: Wed Aug 08, 2012 5:06 pm
by Wonderman109
Thanks for the wops again MNIK.

A flower Wysp allows for evil garden puzzles.

Posted: Wed Aug 08, 2012 5:28 pm
by Derp
Is it possible to make an Arcade Machine Spikeyball?
FOR SUPAH SECRET REASONS WHICH I MAY NOT REVEAAAAAAAAAAAAL!
Posted: Wed Aug 08, 2012 5:48 pm
by StinkerSquad01
I'll make it.
Posted: Wed Aug 08, 2012 5:58 pm
by Derp
YAY
Posted: Wed Aug 08, 2012 6:06 pm
by StinkerSquad01
Here it is, but it's tiiiinnny, you need to scale it up, so I added ScaleAdjust.
Go break stuff.
Posted: Wed Aug 08, 2012 8:37 pm
by llarson
Thanks

Posted: Wed Aug 08, 2012 9:59 pm
by llarson
DP
I created my first wop. I'm probably going to use it in the far future. I'm sorry but I'm kinda proud that I finally decided that MAVs aren't going to destroy the player. This took a while to create. Special thanks to emerald for posting about model swaps earlier (10th page I think)
EDIT: I was kinda afraid of MAVs breaking the player if I screwed up for some reason.
EDIT2: BTW I used a copy of the Wisp duck as a base.
Posted: Wed Aug 08, 2012 10:17 pm
by Yzfm
Hmmm.. I now also can take requests, I was going to post the arcade spikey but SS01 was faster...
Sooooooo... Who wants a wop??
(Ooh and mine was an arcade with the logic of a spikey and yours was a spikey with the model of an arcade, mine was scaled right ....)
Posted: Wed Aug 08, 2012 10:33 pm
by llarson
Yzfm wrote:Hmmm.. I now also can take requests, I was going to post the arcade spikey but SS01 was faster...
Sooooooo... Who wants a wop??
(Ooh and mine was an arcade with the logic of a spikey and yours was a spikey with the model of an arcade, mine was scaled right ....)
Can you make a firetrap with a fountain model? I tried but I ended up with a normal fountain that looks like it stretches out infinitely . I call it "The corrupted Fountain"
Posted: Wed Aug 08, 2012 10:36 pm
by llarson
DELETED
Posted: Wed Aug 08, 2012 10:57 pm
by Yzfm
HERE YOU GO!!
the fire emerges from its center
Posted: Wed Aug 08, 2012 11:56 pm
by StinkerSquad01
Yzfm wrote:(Ooh and mine was an arcade with the logic of a spikey and yours was a spikey with the model of an arcade, mine was scaled right ....)
Good for you, you just saved someone from a few seconds of holding a button.
I don't even see anything about "logic swaps," and it appears that model swapping is simpler.
Posted: Wed Aug 08, 2012 11:59 pm
by llarson
Yzfm wrote:HERE YOU GO!!
the fire emerges from its center
Thanks

It'll go better with stuff than my corrupted fountain.
Posted: Thu Aug 09, 2012 2:38 am
by Wonderman109
Wow, I feel pressured to learn to make wops now.
I have a big request for anyone who has time and feels willing to bother with mine:
I'd like superadjustable/scalable wops for all the objects in the categories 'Houses' and 'Outdoor.'
I want them for making tall houses, funny-looking mushrooms, that sort of thing.
I don't NEED them but they'd be very useful...
...as far as I know, wops under the categories Outdoor wops have everything except X/Y/Z scale, and the smaller objects in the Houses category as well. But the large objects under Houses (e.g. House, Windmill,) need Roll/Pitch in addition to X/Y/Z scale.
I know it's a lot to ask for, but they'd be very helpful.

Posted: Thu Aug 09, 2012 2:44 am
by Master Wonder Mage
Download Emerald's package of .wops.
Posted: Thu Aug 09, 2012 2:53 am
by Wonderman109
I already did. Emerald didn't make the wops under Houses or Outdoor (with the exception of BridgeEnd.wop) have extra properties. But I need them for my scenery, and I'd appreciate anyone who could help.
Also, I'd like it if Waterfall could have Roll, Pitch, and Y-Scale as well.
Posted: Sat Aug 11, 2012 3:02 am
by Sammy_Bro
I looked in the mega-pack, and the LevelExit doesn't have the !TextureName parimitor (i can't think of what it's called)
Posted: Sat Aug 11, 2012 3:04 am
by llarson
Sammy_Bro wrote:I looked in the mega-pack, and the LevelExit doesn't have the !TextureName parimitor (i can't think of what it's called)
It won't work. Kooky made some color rainbow exits a while ago and they only work with a GC enhanced . I'll find it for you.
EDIT:
http://pcpuzzle.com/forum/viewtopic.php?t=23344
Emerald posted the GC enhanced at the bottom of the page.
DATA0 = Command (CMD 7 for working level exits)
and DATAs 1-4 are the perimeters. I'm not sure if it's data 1 or data 0 . It's the first one.
Posted: Sat Aug 11, 2012 3:05 am
by Sammy_Bro
No, I got it already. But thank you!
Posted: Sat Aug 11, 2012 3:07 am
by llarson
Sammy_Bro wrote:No, I got it already. But thank you!
Welcome.

Posted: Sun Aug 12, 2012 12:27 am
by Sammy_Bro
deleted
Posted: Mon Aug 20, 2012 6:11 am
by LexieTheFox
Can anyone make me all of the button types (Visible ones only) With ALL SuperScalable Features? What Features I mean Below
Z, X, and Y Adjust and Scale.
ScaleAdjust.
Roll, Pitch, and yaw adjust.
Reason why: Because While I have the negative Number Button pack, the only button that even has the features requested is only a Negative Default square one. And its not fair that the other buttons are not like it. Plus, it'd make for some pretty funny looking buttons! (I plan on using it for a Wall Button which I rather know how to make really cool with the Negative Button)
Posted: Mon Aug 20, 2012 6:03 pm
by StinkerSquad01
I'm pretty sure that the actual colorful part of the button would stay on the floor, not the frame.
Posted: Mon Aug 20, 2012 7:31 pm
by MyNameIsKooky
LexieTheFox wrote:Can anyone make me all of the button types (Visible ones only) With ALL SuperScalable Features? What Features I mean Below
Z, X, and Y Adjust and Scale.
ScaleAdjust.
Roll, Pitch, and yaw adjust.
Reason why: Because While I have the negative Number Button pack, the only button that even has the features requested is only a Negative Default square one. And its not fair that the other buttons are not like it. Plus, it'd make for some pretty funny looking buttons! (I plan on using it for a Wall Button which I rather know how to make really cool with the Negative Button)
You could always change the color to something that's not -48 or whatever it was. I also included SubType which lets you change the type of button it is.
But yeah, the wop is slightly outdated since it doesn't include ActivationSpeed or ActivationType. I have an updated button wop, but since I'm on a trip I can't access it right now.
SS01 wrote:I'm pretty sure that the actual colorful part of the button would stay on the floor, not the frame.
No, all pieces of the button work fine under any adjustment.