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They average about half an hour to make but they're still cool! Here's one I'm going to include in my new stockyards variation... http://www.oddworldforums.net/attach...1&d=1305320772 To be honest I'm going to lower the brightness on the FG objects. They're too bright for the stockyards. Also, the flooring has been aligned now so this screen is almost finished. Just going to fix up the hoists and the slig and mud puzzle... |
That mine looks funny on the cam :p
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The placement of the mine looks perfect. It just looks funny against the cam.
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The strange thing is I've been editing Rupturefarms 1 and playing it just fine, the only major gripe I have with it is that it won't recognize rock/meat sacks and I can't get the slog onto the level even when copying the slog.bnd file over.
EDIT: My game version says it's 2.0 |
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The placement of rock sacks and meat sacks is very anoying. The best way I can explain it is like this. If you want the sack at the top of the screen you want to place the box in Paul's level editor half way down the screen. Also you have to program where the item will land when you touch the sack. Of course always make sure you have set it to load in the correct screen. It may sound anoying that people are saying that an awful lot but even today I still make that mistake. It's a very common mistake that is very easy to make.
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Updates! :)
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EDIT: Here's the updated version of the screen with all collision items fixed and slig. There is a bird portal but the slig's covering it. I also lowered the brightness of the FG objects, all I've got to now is fix the mud and put some shadows in for effect :D. http://www.oddworldforums.net/attach...1&d=1305374342 EDIT 2: Looks like I fixed the mudokon problem (hence why I crossed out what I put earlier), and the bird portal. Only thing now is the shadows, and then this screen is finished! Here it is: http://www.oddworldforums.net/attach...1&d=1305375376 |
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Also, I've updated the other 'level variations' thread. :) And well done everyone! You've done well, and the levels and .CAMs look great! As I said, I can't play them at the moment, as I'm very busy with GCSE exam revision. |
Something whistles i'm gonna make RuptureFarms III ;-)
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More Updates
PROGRESS
FIRST SCREEN 100% DONE: +Mine changed to UXB +Shadows added +Extra UXB added for puzzle +Alignment done +Starting point fixed (no falling into slig gunfire) +Hoists better positioned +Sercurity Eye added +Bird Portal moved SECOND SCREEN 85% DONE: +CAM created +Extra Mudokon added +Bird Portal moved to this screen +UXB added +Shadows added +Brightness fixed +Collision Paths aligned +Stored extra collision paths +Slig boundaries fixed *Puzzle for top level SCREENSHOTS 1ST CAM: http://www.oddworldforums.net/attach...1&d=1305385429 2ND CAM: http://www.oddworldforums.net/attach...1&d=1305385429 |
Is it me or do the mudokons look blue?
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Oddman that looks pretty nice, can't wait to see the finished level ;)
I have only one minor gripe which is the placement of the security orb; it's position suggests that it should overlap onto the next screen as well. EDIT: Also the worker mudokons look blue to me as well, but what the hell. |
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I'll move the security orb now. I don't know why they're blue, I haven't changed anything on them. I think it's because the first mudokon you see in the stockyards is blue, you just don't notice it because of the shadow. I just moved him. I'm almost done with the second screen now, just fixing and moving stuff... |
But what property makes them blue and why would the developers make him blue in the first place?
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UPDATE: 1st screen is now officially complete and so is the 2nd screen. 3rd screen is almost done, just a little bug testing... UPDATE 2: First path 99%. Further bug testing is being done by JennyGenesis to make sure this level is perfect! |
I could help kapteeni13 to making rupturefarms III screens, of course if kapteeni13 likes to :) But I'm still a busy person.
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I'm alright at it... RuptureFarms III sounds like a good idea. |
The anoying thing about editing that level is that Zulags 1 2 3 and 4 are all in one level file and the paths (even those they are listed in the correct numerical order) all seem to be in a random order. You could be editing a Zulag 2 path and the next path could end up being a path from Zulag 4.
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That would be alot of time and effort. It's easier just to go through each path one by one until you find the one you want.
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Don't worry guys, when I edited RuptureFarms II, I wrote down which area of RuptureFarms each path number led to. Here is a photo of what I wrote down (I couldn't be bothered to type it):
If you really can't read my handwriting, then I'll type it up. :) Also, those .CAMs look amazing Oddman360! Well done. The sound of a RuptureFarms III is so great! http://img156.imageshack.us/img156/7845/gedc0794.jpg EDIT: OK, because my handwriting is bad, I'll type it up. See a few posts below. :) |
I thought my handwriting was bad................
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I can wait... :D :
My manuscrit goes here: :D Abe is Returned to Feeco Depot... suddenly undernose there is bird portal to RuptureFarms III :D New puzzles waiting... ;) Below is my test added CAM screen :D |
Hmmmm...
I made a little cam based around RuptureFarms and your drawing... http://www.oddworldforums.net/attach...1&d=1305742668 Obviously it's a 640x240 image but that's so it will fit the grid properly. All of that is made with GIMP textures and stuff so you should be able to do it! :D Plus it's free... |
It's looking good :D but i really dont know how to use GIMP :(
I'm trying to make more simply with MSPaint xD I shot two images randomly of my house and i will paste them to get something oddly natural! ;) |
I love the paper level Kapteeni :p
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r2.lvl, where the path files lead!
Where the r2.lvl path numbers lead to!
Have you ever tried to edit RuptureFarms II? Did you find it so hard to find the area you want, because the path file numbers are all jumbled up?... Well, take a look at the list below, to find out what area of RuptureFarms II each path number leads you to, when using Paul's Editor 6.0 (thanks Paul :)) to edit the level! THE DIRECTORY: Path Number = Area of RuptureFarms II. 1 = Zulag 2, Hub/Start. 2 = Zulag 2, Door 1 (the one with the employee lounge). 3 = Zulag 2, Door 3 (the one with the 'BOOM' machine and trap door on the same screen). 4 = Zulag 4, First Part (the area with the 'RING FOR SERVICE' lever). 5 = Zulag 3, Door 2 (the one with the two moving bombs at the start). 7 = Zulag 3, Door 1 (the one with the falling meat and Shrykull). 8 = Zulag 4, Slog Kennels. 9 = Zulag 3, Door 3, Part 2 (the bit that starts with a 'BOOM' machine). 10 = Zulag 2, Door 2 (the one with the slog at the start that chases you). 11 = Zulag 4, Last Part (the area with the 'DO NOT TOUCH' button). 12 = Zulag 3, Door 3, Part 1 (the bit that has the three sligs to the left of a trap door). 13 = Zulag 3 Hub/Start. 14 = Zulag 4 Hub/Start. 15 = Zulag 1, First Part (the area you start RuptureFarms I in). 16 = Zulag 1, Second Part (the area that had falling meat in RuptureFarms I). 18 = Zulag 1, Third Part (the area with lots of meatsaws and entry to Zulag 2). 19 = Zulag 1, Fourth Part (the area you start RuptureFarms II in). 20 = Zulag 1, Fifth Part (the area you escape RuptureFarms I from, into the Stockyards). I hope this is of great use to people who are trying to edit RuptureFarms II! :) |
Added to Object Encyclopedia 101
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