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-   -   Level variations thread: Post + download new/edited levels here! (http://www.oddworldforums.net/showthread.php?t=19905)

gishygleb 06-01-2011 12:06 PM

To have a glukkon animation:
1.Export a cam from the last screen of the boardroom.
2.In paint or photoshop replace this image by another and save.

JennyGenesis 06-01-2011 04:41 PM

If you played my Monsaic Lines variation then you will see that I did sucessfully manage to get Glukkons in there. The only thing I couldn't do was to get them to shout "KILL HIM!"

gishygleb 06-01-2011 10:06 PM

Your Monsaic Lines variation can't be downloaded. Can you reupload that?

JennyGenesis 06-02-2011 03:57 AM

All my files are gone sorry but I'm sure you can download it from Jango's thread.

gishygleb 06-02-2011 08:59 AM

Impossible.

RoryF 06-02-2011 09:17 AM

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Impossible.

How is it impossible?
I deleted my levels to save space, so if the uploader thing goes down, tough luck. Not impossible.

gishygleb 06-02-2011 09:53 AM

You don't look smart.

RoryF 06-02-2011 09:57 AM

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You don't look smart.

Neither do you.

gishygleb 06-02-2011 10:20 AM

Do not be like a small boastfully idiotic child.

RoryF 06-02-2011 10:33 AM

Gishy, stop being so annoying! Did you not read any or the earlier posts telling you to stop being stupid? As soon as someone says they have something else to do or give reason why they can't do something, you have to say stupid stuff every time. Instead of saying 'Impossible' or 'We are many' or whatever, try and actually be a normal person.

gishygleb 06-02-2011 10:43 AM

Have you noticed, that I left that badmad things two days ago:fuzmad:?
OK, let stop our cross-fire and be good-natured to each other;)!

Paul 06-02-2011 10:54 AM

Adding glukkons is easy too btw, and to make them shout you have to copy over the .vb/.vh (although that might break other sounds in the level)

Good point about them being bg anim's too, dunno why they are not :s

kapteeni13 06-02-2011 11:22 AM

*Updated RuptureFarms III*
Walls made with "Rolling Ball Stopper" :D

Paul 06-02-2011 11:31 AM

lol :X does that actually work? might be a good alternative to collision items?

gishygleb 06-02-2011 11:34 AM

That works! Paul, I think that we can extract collision items from that walls! It's a great idea for your editor...

JennyGenesis 06-02-2011 12:32 PM

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Adding glukkons is easy too btw, and to make them shout you have to copy over the .vb/.vh (although that might break other sounds in the level)

Good point about them being bg anim's too, dunno why they are not :s

Ahhhh thank you. I thought that copying GLUKKON.BND would be enough. If you remember, I did add Slogs into the same Monsaic Lines variation and when they would bark the noises would be high pitched and they sounded like birds.

Would copying the .BND file from stockyards fix that problem since obviously the barks there sounded normal.

Paul 06-02-2011 12:40 PM

Should do, its the vb/vh not the bnd though. You'll need to overwrite the ones in the target lvl. However it will screw the music over.. unless you overwrite the BSQ too (although could crash if some music was missing, prob best to try it and see what happens)

gishygleb 06-02-2011 12:59 PM

Can somebody upload to forum a pack with special files( PARAMITE.bnd, vb/vh files, other bnd files)?

Paul 06-02-2011 02:41 PM

Does anyone know what the grid size for AO should be? It seems none of the collision paths actually line up? Its rather annoying :|

RoryF 06-03-2011 03:32 AM

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Does anyone know what the grid size for AO should be? It seems none of the collision paths actually line up? Its rather annoying :|

I always put mine a bit above the actual floor and it works.
The grid size seems ok because a mine is one box and Abe is three boxes tall, and in game Abe is triple the height of a mine. I don't think it's the grid size, it might be where the cam image is placed in the editor.

Phylum 06-03-2011 03:59 AM

I don't think there is a rock-solid grid size. Maybe you could allow the user to set it?

Tadimo 06-03-2011 07:02 AM

Well after much hardship and frustration I have finally released my edit of R2. I've found the following things about editing R2:
-Adding more than one entirely new screen (from an empty screen) seems to make the game crash on the the screens that were added (seems to be the same for R1)
-The scrab music is in the level but the BND file is not, didn't test paramite

Here's some features of the level:
*Double the amount of screens compared to my previous edits
*Closing doors
*Varied environments
*Special cameos by certain characters...

Level: R2 - Rescue Zulag 2 (Abe Goes to the Beach 1.0)
Difficulty: Hard
Download: http://www.megaupload.com/?d=HWF7JVQ7

gishygleb 06-05-2011 01:33 PM

Level: Stockyard Escape
Difficulty: Medium-Hard
Download: http://filesmelt.com/dl/Stockyards_Edited_Cams.rar
Video: http://www.youtube.com/watch?v=WIH4k-6M5ro
Important: a lot of cam edits, so save your own lvl file.

RoryF 06-05-2011 01:38 PM

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Level: Stockyard Escape
Difficulty: Medium-Hard
Download: http://filesmelt.com/dl/Stockyards_Edited_Cams.rar
Video: http://www.youtube.com/watch?v=WIH4k-6M5ro
Important: a lot of cam edits, so save your own lvl file.

Wow, that is a lot of cam edits. Kinda crazy level but interesting! :p

gishygleb 06-05-2011 01:58 PM

:D

skychase2rebirth 06-05-2011 03:23 PM

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Level: Stockyard Escape
Difficulty: Medium-Hard
Download: http://filesmelt.com/dl/Stockyards_Edited_Cams.rar
Video: http://www.youtube.com/watch?v=WIH4k-6M5ro
Important: a lot of cam edits, so save your own lvl file.

Oddworld Abe's mushroom mindfuck lol, had fun playing it. ;P

JennyGenesis 06-05-2011 03:30 PM

Some of those CAM edits looked really cool. Others just looked totally bizarre.

My question is, how on earth does that door in Scrabania lead to Rupturefarms?

skychase2rebirth 06-05-2011 04:11 PM

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Some of those CAM edits looked really cool. Others just looked totally bizarre.

My question is, how on earth does that door in Scrabania lead to Rupturefarms?

It may be something like the "Nowhere" in Silent hill.

skychase2rebirth 06-05-2011 07:14 PM

:

()
Well after much hardship and frustration I have finally released my edit of R2. I've found the following things about editing R2:
-Adding more than one entirely new screen (from an empty screen) seems to make the game crash on the the screens that were added (seems to be the same for R1)
-The scrab music is in the level but the BND file is not, didn't test paramite

Here's some features of the level:
*Double the amount of screens compared to my previous edits
*Closing doors
*Varied environments
*Special cameos by certain characters...

Level: R2 - Rescue Zulag 2 (Abe Goes to the Beach 1.0)
Difficulty: Hard
Download: http://www.megaupload.com/?d=HWF7JVQ7

Loved it. Even with simple graphic design, there's something special I can't clearly describe, like a real "new game" feeling. Not too easy, not too hard (or "Nintendo hard"( http://tvtropes.org/pmwiki/pmwiki.php/Main/NintendoHard)). Waiting for the sequel. ^^

gishygleb 06-05-2011 10:20 PM

I really don't know, why I placed that door, but I think, that through that door sligs enter Scabania.:fuzconf: