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-   -   .lvl files (http://www.oddworldforums.net/showthread.php?t=15680)

Paul 10-31-2010 09:13 AM

Just to clear things up:

1. I don't plan on changing JPSX dec to decode MDEC images (PS1 cams) anytime soon, its all open source so if someone else wants to try it then go for it ;) Then you may beable to find secret images from PS1 games/demos ;)

2. Recompressing AE cam files is also not something I'm gonna do, the decompressing was extremely difficult. However what I *MAY* do is write a dll that allows this (by loading a different FORMAT of cams)

3. The first version of my editor will support both games but only around 2 objects from each game will be documented, this limits the use somewhat but like the current editor you can extend this yourself if you can't wait for the next version.

Jango 10-31-2010 09:28 AM

Wow! I got it to work! Thank you so much for your tutorial Chubfish. And I must give my thanks to Paul and LIJI, and to all of the other guys who have made this work! :) :)

I can't believe you've suddenly been able to crack it! :D

Next step, try to make a level editor for RuptureFarms. ;) (I would give anything to see that).

MeechCrunchies 10-31-2010 11:09 AM

Paul how the heck do I use your editor?
it's a Ttf file and when I tried to rename it, all It did was change the name not the file type!!
:'(

Paul 10-31-2010 11:57 AM

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Paul how the heck do I use your editor?
it's a Ttf file and when I tried to rename it, all It did was change the name not the file type!!
:'(

Rename to .zip I think, and then extract the zip of course ;) Btw I think you mean decoder not editor :P I've not release an editor yet.

NovaMan 11-01-2010 09:17 AM

With LIJI's level editor.

I first select Mud 1 and select type or direction or mood etc in the menu
then when i select Mud 2, LIJI's level editor forgets that i selected type or direction or mood etc. Its time wasting selecting type or direction or mood etc again and again in menu only for see if all muds have right type or direction or mood etc.

In MIP01C36
I can't change the positon for middle mud to 275/180, because it reverts back to the original position when reloading.

In MIP02C18
I can't change the positon for flying slig to 55/25, because it reverts back to the original position when reloading.

In MIP03C01
I can't change the positon for slog to 25/175, because it reverts back to the original position when reloading.

I can't copy positions from one object to another object
in same screen or other screens.

And then i can't see what current bnd file is loaded in text.
I can't delete a object and change a object to be another object
like replacing all slogs with scrabs.
And adding objects too.

Chubfish 11-01-2010 11:23 AM

It IS an alpha, most of the things you have said like replacing objects with others or adding/deleting objects aren't even possible yet with it, however you can do this with a hex editor (adding objects is quite difficult but changing objects is relatively easy provided you know all the values and ID's of objects).

Jango 11-01-2010 01:53 PM

:

It IS an alpha, most of the things you have said like replacing objects with others or adding/deleting objects aren't even possible yet

Does that mean that possibly Paul or LIJI will eventually come up with an editor that can replace and add objects?

If so, it would be truly and utterly amazing. :)

Paul 11-01-2010 03:06 PM

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Does that mean that possibly Paul or LIJI will eventually come up with an editor that can replace and add objects?

If so, it would be truly and utterly amazing. :)

Adding items is possible, its not possible to add new collision items without editing the exe though.

BTW I have about 5 serious bugs to fix before I release the first version of my editor, version 1 won't alllowing adding objects though :|

LIJI 11-01-2010 05:27 PM

Gee, I've said it already a million times - Adding and deleting objects WILL be in the next version. Adding and deleting is NOT possible in this alpha.

Novaman - Does the moving issues occur with ALL objects, or only these specific ones? Does trying to move them again solve the problem?

Jango 11-01-2010 11:16 PM

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before I release the first version of my editor

Is that an editor for Oddysee? Or Exoddus? Or both? What levels can it edit?

EDIT: Ah, you said it would support both games. :) What levels would it be able to edit from them?

NovaMan 11-01-2010 11:38 PM

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Its not possible to add new collision items without editing the exe though.

Editing the lvl files and the exe file in same time.
Make the collision fitting edited cams.

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Gee, I've said it already a million times - Adding and deleting objects WILL be in the next version. Adding and deleting is NOT possible in this alpha.

Hope this day or tomorrow.

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Novaman - Does the moving issues occur with ALL objects, or only these specific ones? Does trying to move them again solve the problem?

The moving issues occur with ALL objects,
its impossible to change 250 to 20, because it reverts back after saving the bnd file and load it again.

LIJI 11-02-2010 05:14 AM

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The moving issues occur with ALL objects,
its impossible to change 250 to 20, because it reverts back after saving the bnd file and load it again.

Are you sure you're saving and loading correctly? Do not edit the BND file directly:

-Split the .BND file to .path files first.
-Open the .path file (Not the .BND file) you want to edit)
-Compile the .path file to the .path file (Not the .BND file, that will corrupt it)
-Rejoin the .path files to a .BND file.
-Rebuild the .lvl file using Paul's tool.

NovaMan 11-02-2010 05:54 AM

I have splitted the bnd file for access boiler rooms.

The object position reverts back after going to next cam and back to previously cam agian in same bnd file.

LIJI 11-02-2010 09:29 AM

I can't reproduce the bug. Please be more specific, in the previous post you said it resets after reloading the .bnd file (Which you shouldn't be doing anyway, you should work with .path files only) and in this post you said it resets after navigating between screens.

NovaMan 11-02-2010 09:54 AM

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You said it resets after navigating between screens.

I mean that.


And then it's easy to reproduce. else i must post a video showcasing the bug.

Change first mudokon position from 251 to 20, then go to any room and then back. The positon of the mudokon has reverted back to 251. no 20 there instead of 251 :(.

LIJI 11-02-2010 10:05 AM

Please make a video, I'm unable to reproduce this bug. 251 is also not a very valid location for a Mudokon as far as I know, which Mudokon is that? (CAM ID)

NovaMan 11-02-2010 10:51 AM

Here is the video showcasing the object position problem.



LIJI 11-02-2010 11:31 AM

Ok, I'm able to reproduce it now. I'll fix it for the next release.
Edit: Fixed. This bug will no longer occur in newer versions.

NovaMan 11-02-2010 11:42 AM

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Fixed. This bug will no longer occur in newer versions.

Many thanks.

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I first select Mud 1 and select type or direction or mood etc in the menu then when i select Mud 2, LIJI's level editor forgets that i selected type or direction or mood etc. Its time wasting selecting type or direction or mood etc again and again in menu only for see if all muds have right type or direction or mood etc.

Now a video for that too:



LIJI 11-02-2010 11:48 AM

Yeah, I'm aware of this issue. It might get fixed, might not.

RoryF 11-02-2010 11:51 AM

How come UXBs are called UBXs?

Chubfish 11-02-2010 11:56 AM

Probably just a typo, it's not like everything is going to be perfect in an alpha!

That is why we're here to help test it out thoroughly for bugs (I suppose)

NovaMan 11-02-2010 12:09 PM

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It's not like everything is going to be perfect in an alpha!

When rejoin bnd file from folder:

http://img832.imageshack.us/img832/9995/compares.jpg

RoryF 11-02-2010 12:19 PM

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It's perfect as it is I think.

LIJI 11-02-2010 01:05 PM

File selectors don't work this way in Windows. You can't select a folder with this type of dialog.

Paul 11-02-2010 01:30 PM

At long last here is my editor version! Check out the read me for features etc.

It should allow you to edit any level from the retail version of both AO and AE, you can document extra object types by updating the xml files. Most known bugs and other issues are in the readme, any questions or problems then let me know.

Edit: Adding a missing DLL file in another zip (Qxml4.dll)

MeechCrunchies 11-02-2010 01:41 PM

Hey Paul, when I try to open up the program, it says QtXml4.dll was not found. wtf?

RoryF 11-02-2010 01:47 PM

It comes with his decoder.

Paul 11-02-2010 01:58 PM

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Hey Paul, when I try to open up the program, it says QtXml4.dll was not found. wtf?

Damn it, sorry about that, check my original post I've upped the missing dll in a seperate zip file.

Edit: http://www.youtube.com/watch?v=PzGlwkrlcPU poor quality video demo of the editor :(

Chubfish 11-02-2010 02:06 PM

Oh nice, a new editor! I will look at this when I have the time tomorrow; opening up a .lvl file and choosing a path seperately seems quite good by the way, from what I tried out quickly.

Awesome.

LIJI 11-02-2010 02:21 PM

Wow, you did great job documenting objects! Haven't tried the editor itself yet, I'll try it soon. :)

Paul 11-02-2010 02:28 PM

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Wow, you did great job documenting objects! Haven't tried the editor itself yet, I'll try it soon. :)

Thanks, there is only about 2 for AE which I stole from your .ini file though ;) I've got more AO ones figured out but not had time to update the xml yet so I just thought I'd throw it out there.

LIJI 11-02-2010 02:42 PM

The AO objects you have documented almost perfectly match their AE equivalents I have. The AE objects tend to be cleaner and have more features. For example, the Hand Stone in AO includes level, path and CAM. In AE it only includes CAM. (As they never use different paths and levels for these anyway)

NovaMan 11-02-2010 02:56 PM

AO and AE Level Editor by Paul with recently added QtXml4.dll is here:
http://www.oddworldforums.net/showpo...postcount=1106

And paul, can you make it possible to duplicate a object while holding shift and dragging with the mouse. and snapping to grid while holding alt and dragging with mouse.
I want to reload the path if i can't make undo my changes.

And then be able to rotate collisions to make line slopes.

Jango 11-02-2010 03:07 PM

An AO level editor for any level = what I've been looking forward to for ages and ages! :D

Wow, I can't wait until I come back from school tomorrow. :)

Well done Paul.

Do you think that you could include a tutorial as well? Or is it similar to use to LIJI's editor? Because if it is, then I should know how to use it anyway due to Chubfish's one. :)

Paul 11-02-2010 03:28 PM

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AO and AE Level Editor by Paul with recently added QtXml4.dll is here:
http://www.oddworldforums.net/showpo...postcount=1106

And paul, can you make it possible to duplicate a object while holding shift and dragging with the mouse. and snapping to grid while holding alt and dragging with mouse.
I want to reload the path if i can't make undo my changes.

And then be able to rotate collisions to make line slopes.

Yeah copy paste/new items are in the TODO list, I think its the next thing I'll get working because it helps a lot when figuring out WTF objects do :)

Also saving back to the same level too because saving to a new one while having a working copy open is annoying as hell :(

@Jango it should be pretty easy to use, check my you tube vid.

NovaMan 11-02-2010 03:30 PM

Is rotated collisions possible???

Paul 11-02-2010 03:31 PM

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Is rotated collisions possible???

Rotated? Slopes might be possible if that's what you mean, can't see most things working too well with it though.

NovaMan 11-02-2010 03:39 PM

So oddworld abe's exoddus is not made to be compatible with long slopes.
Then collision hacking is needed for making slopes to work as i have imagined.

Paul 11-02-2010 05:07 PM

I think slopes are likely to just crash the game in most situations. Also I've found a bad bug in my editor, editing the last few bytes of an object appear to change them, e.g if byte 7 is the last byte then changing byte 6 also changes 7 :|