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I forgot about that XD |
Lol I'm not too sure how they work really, but I'm using them in one of my levels to make RuptureFarms (start) much longer.
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Interesting.
So, you're saying that adding screens to make the level longer will actually be possible? I really can't wait until you have finished your variation Chubfish! Don't forget to post it on my thread. :) |
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how did you do that? |
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If I try this out later I might write a guide if it is feasible enough. |
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Fall = where abe lands when he comes out of the well Off = location of the well when its not turned on On = location of the well when it is turned on Leaf = location of where the leaves are generated Note that this is affected by the "signed int" bug, so if you want to use XPos -40 its not possible since you can only have >= 0 values. |
is it possible to make a foreground for CAMs like the ones ingame? Will we be able to import these layers seperatly into the editor or is there some way of editing each layer some other way?
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Here I dragged the floor collision item for the first screen all the way to the right, then moved the first screens left wall into the newly added screen on the left. It also need a pre loader and zone Id adding. |
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But like I said, it's just a sugestion Idk how hard it is to add a new feature like that :P It's just that you were adding CAMs and I was thinking of other things you could just kinda slot into the next update lol. |
Yes, you can't reuse (and shouldn't, anyway) CAMs. they cause loops, freezes and other issues.
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The thing that I find annoying here is the fact that this is such a great editor but yet we can't really make our own uniqe maps using AE's objects can we? I mean if we make our own paths for Abe's Oddysee then we are limited to the original objects.
I had some great plans a long time ago for slam doors in my own path if it were ever possible to edit AO or AE's lvl files.. I'm guessing that injecting BAN files from AE into AO won't work will they :(? Like I don't even know what infomation is exactly stored in the BAN files.. Like is it just images? or Images,Scripts and sounds? or what? |
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I thought adding new cams would be easy, turns out it was a bugger to code and to figure out the trick with the Ids to stop the game from crashing :(
So now its certainly possible to add any screen you like in AO once I finish fixing the last few problems with it :) When adding a new cam it MUST match the name of the current ones and the last number MUST be unique. Additionally to this the Id MUST match the path and the screen number, so for R1 15 screen 10 it has to be 1510, anything else will crash the game or cause weird issues. Edit: Example ;) http://www.youtube.com/watch?v=FPbKpxJjcvw |
Thanks, I think that now many people will be making new secret areas, and secreat areas within them :D
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Can we actually add new screens or just replace existing ones?
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We can replace unused areas, so that's like adding new screens... check the Paul's video
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Oddworld on LSD. :P
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i like that too haha, but i have a question, i have the lvl editor and have made some levels, the lvl. files are in the AO directory but wont play, what do i have to do with them?
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Nice work paul! |
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why wont AO use the levels i edited?
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A nice feature also would be to set the scrolling signs text, then choose them from the value on the sign. I've edited them before with a Hex editor so I know it's possible to change what they say :) Also what is the exact reason why it isun't possible to change the CAMs on AE again? Like how is it diffrent from AO? Is it not possible to even extract them? Does AE use some strange compression or somthing? |
wil someone please answer my question!
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ok thanks.
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Paul is there a way to get rid of the barrel things on the first screen because it's annoying when I'm creating my new levels.
They don't show up in the editor. http://www.oddworldforums.net/attach...1&d=1293834245 |
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How did I know it would be something hard to get rid of. :fuzsad:
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I thought you could break it from appearing somehow but I can't remember exactly how (I did it 3 or 4 years ago). However that's not a great fix; wait for Paul to research more...=)
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This Editor is going great, very nice functionality. I was wondering though Paul, you say that the values for collision items are hardcoded in the executable, does this mean that there is a certain value in there which could possibly be changed to set a custom number of collisions? Also will you be updating your Decoder in the future? more specifically an automatic scaling feature for the graphics. Either way some awesome progress is being made :)
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AE's reverse compression algorithm is not known. :
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Thanks for your reply, By automatic scaling I meant to scale the graphics when they are extracted to be the same size as in game.
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640x480
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Why don't you just scale down your 640 x 480 cams to 640 x 240 when you're done editing and then import them?
There is no reason for the decoder to output at 640 x 480 in my opinion, considering how the game upscales them. You could have an option for it, however, but it's hardly taxing to just double the height of an image, edit it, then resize it and import it (I'm guessing this is what people want to do). |