I believe you're talking about C20? It makes sense, as the X positions have to fit on the 25 units grid, so they appear a little weird on non-wall obstacle, such as the vents on C20.
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nice find :D keep up the good work,and ill plus rep as work ;)
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Look at how close my collision mesh fits, I think this must be the correct sizes.
Unit size = 375x260 Pixel size = 368x240 (This is the PS1 resolution!) Question is though, would this allow you to walk half way off screen? Btw I've converted all 114 paths to images like this, some have the array size wrong though so the images don't match up with the mesh :( |
"Question is though, would this allow you to walk half way off screen?"
Yes! Try with DDCheat, and check the Y position, there are some Y values to do not belong to any screen. Try to move between screens very very slowly with DDCheat and you'll understand what I mean. On another topic: I find the order of objects in the array quite interesting. It lets you have some basic understanding on what earlier versions of the game looked like. :) |
Ok in this image all of the objects are marked via red rectangles, I think this confirms the sizes are correct since the LED scroller rect seems to fit exactly.
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Another list of objects and IDs: (Not sure about all of them)
11 Lever 58 Teleporter 0F Slig? 20 AI? 2D Slig AI 2F Slig AI? 13 Orb 4F Wheel 30 Wheel/level/etc light 56 Level loader? 61 Wheel related 03 Ledge, bottom only 17 Well 05 door 07 Platform Stop 15 Platform Rope 0C Ring 60 Platform? 0D Animation (Vent?) 51 Laughing Gas 42 Secret Area? 3D Information 04 Pit Fall? Together with the previous list it should cover most objects in MIP1. |
Are you making any sort of editor? I'm thinking about allowing dragging items around to move collisions and object items, and double click to edit properties of known objects, what do you reckon?
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I plan making a level editor, but I haven't started anything yet.
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Since I've already got all the parse code I've started one just now. Heres how its lookin.
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Not really a lot to see, but still nice work! :)
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Well hopefully it will turn into something very useful soon :D
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Something quick I made. :)
It handles loading frames and objects via the index array, object array and screen array. Doesn't display objects yet. The offsets to the array are hardcoded for MIP1, I'll have to make a list of all hardcoded values, but for now I'll only work with MIP1. The screen images are pre-copied CAM files. |
Looks good, what language / UI framework you using?
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Clickteam's Multimedia Fusion 2 for the GUI, C++ for the internals.
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Screenshots with objects. Note that the object sizes are taken from the .lvl file, which sometimes reports wrong sizes. This will be fixed in later versions.
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GUI looks okay; this is all pretty nice work! This thread has progressed a whole bunch since the first post, which is awesome to see.
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Heres how my editor is looking, still a long way to go and not much time to work on it :(
Edit: Added bone werkz shot. Edit: And the brewery |
Nice work :D
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Wow! What sort of editor is this that you are developing? Is it a fully playable one? Because if it is, then I can't say how pleased I am with you guys. :)
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Here is a really big list of objects, sorted, and a few screenshots: (I'm surprised that all of them can load on mi!)
02 Ledge (from top) 03 Ledge, bottom only 04 Pit Fall? 05 door 06 Shadow 07 Platform 0C Ring 0D Animation (Vent?) 0E Time Bomb 0F Slig 10 Slog 11 Lever 13 Orb 15 Platform Rope 17 Well 18 Bomb 19 UBX 1C Portal 20 AI? 21 Step Switch 2D Slig AI 2E SligAIData 2F Level Changer? 30 Wheel/level/etc light 31 Mud 32 Something related to ledges 3C LCD Sign 3D Information 40 Stats Monitor (Escapees etc) 42 Teleporter related? 4F Wheel 51 Laughing Gas 52 Fling Slig 54 The-little-fleech-like-things-whose-name-I-forgot 55 Path Blocker (Slam Door) 56 Level loader? 58 Teleporter 5A Grinder 5B Colorful meter (like in the boiler) 5D Mine Car 5E Meat Sack 5F Explosion Set/Falling obstacles. (Mines Ender-like) 60 Platform Stop? 61 Light (Like on wheels) 62 Slap Lock 65 Fart Machine 67 Naked Slig 68 Slig Get Pants 69 Slig Get Wings 6A Greeter 6B Naked Slig Button 6E Tortured Mudokon Notes about screenshots: -Don't get too excited about the mine car! The mine car requires different and more complex collision maps. Just putting it in a random place will make it unable to move when Abe enters, and even worse, it will lock poor Abe inside! :O -About greeter2.png: I made the greeter chase me, and he fell and got there. It was pretty funny, it even bounced a little when it landed (A bit too detailed for a feature which didn't get to the game, isn't it? ;)) I'm surely going to use this in a level design! :) |
Fucking awesome.
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Good stuff, are those new objects or changed existing items? I've gone mental with my level editor as I want to implement undo/redo and some other features I've never tried before :)
Since I'm also working on an open source implementation I want to adapt it for my new engine too so I'm writing it with that in mind. |
holy shit, This is fantastic work!
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Thanks for all those values LIJI. I managed to turn all sligs into greeters, it was really sweet! :D
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I can't believe you two have suddenly just pulled this off! I am so amazed that you have actually been able to change levels.
A couple of questions though: Is this editor one where you can place objects into it? Or is it one where it changes the positions of objects? Either way it is amazing. :) Also, would you be able to make an editor for Abe's Oddysee too? I would absolutely love to be able to change the RuptureFarms levels. :) Will you also integrate poisonous green gas into it as well? (Just something I didn't see on the list). Thanks guys. |
Regarding to a level editor:
can i make a very big chunk of rooms with transitions and collisions with enemies??? |
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2. I don't plan making an AO version, but Paul might. 3. Yes. The list of objects is not complete, it lacks many objects such as Scabs, Paramites, Glukkons, Voice locks etc. |
LIJI,
can you make a cheat engine table from list? |
Not really, just open a hex editor and do some find&replaces. (Carefully though!)
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