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. |
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!"
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Your Monsaic Lines variation can't be downloaded. Can you reupload that?
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All my files are gone sorry but I'm sure you can download it from Jango's thread.
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Impossible.
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I deleted my levels to save space, so if the uploader thing goes down, tough luck. Not impossible. |
You don't look smart.
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Do not be like a small boastfully idiotic child.
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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.
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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;)! |
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 |
*Updated RuptureFarms III*
Walls made with "Rolling Ball Stopper" :D |
lol :X does that actually work? might be a good alternative to collision items?
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That works! Paul, I think that we can extract collision items from that walls! It's a great idea for your editor...
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Would copying the .BND file from stockyards fix that problem since obviously the barks there sounded normal. |
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)
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Can somebody upload to forum a pack with special files( PARAMITE.bnd, vb/vh files, other bnd files)?
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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 :|
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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. |
I don't think there is a rock-solid grid size. Maybe you could allow the user to set it?
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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 |
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. |
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:D
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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? |
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I really don't know, why I placed that door, but I think, that through that door sligs enter Scabania.:fuzconf:
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