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  #1381  
12-28-2010, 03:14 PM
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nice update,could i ask if you can place in undo and redo cuz i messed up sometimes and needed to reset the level editor,and could i ask will it be possible to make a totaly new path?
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  #1382  
12-28-2010, 08:29 PM
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Did you fix the problem with rebuilding the lvl file and then editing it in the editor bug?
(The one that corrupts it)

I'm curious if this is just me, Has anyone else tryed adding something to the Lvl file then editing it after? Does it crash the game for you?
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  #1383  
12-28-2010, 11:21 PM
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I'm curious if this is just me, Has anyone else tryed adding something to the Lvl file then editing it after? Does it crash the game for you?
I added all the animations from all the oddysee levels to R1 and I can succesfully edit the level.
Exoddus crashes every time
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  #1384  
12-29-2010, 01:55 AM
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nice update,could i ask if you can place in undo and redo cuz i messed up sometimes and needed to reset the level editor,and could i ask will it be possible to make a totaly new path?
Undo and redo will be done when the editor is almost feature complete, so still aways to go.

:
I added all the animations from all the oddysee levels to R1 and I can succesfully edit the level.
Exoddus crashes every time
I'm having a look at this problem now, it might be an issue with the game itself if the tools can read/write each file and each file isn't damaged
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  #1385  
12-29-2010, 06:07 AM
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Exoddus crashes every time
I discovered why... well how to make it work... When copying all the files from the lvls into one, say to mi.lvl, dont copy over any .vb or .vh file besides MINES and MONK. Also only copy over the .joy and .sav files from mi.lvl, not from any others. And obviously only .cam files from mi.lvl as you cant use the others.

EDIT: Also, in doing that I can't get any sounds from anything in the picture (besides slog.) edit2: just realised that novaman asked that...
Also, Paul, the objects in exoddus "scrab left bound", and "scrab right bound" are used for glukkons as well. And, not trying to be annoying but a nice option in your editor would be a would you like to save dialog box if you havent saved. Oh, and every level I open in AO path an error comes up every time saying "This object has been duplicated" with title "Failed to parse object node fro..." 4 times, but everything is still fine.
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  #1386  
12-29-2010, 10:46 AM
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I'm still playing with the editor but when I put the slig bounds in they don't work. I set the right screen to load in but they still walk right past it.
It annoying.
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  #1387  
12-29-2010, 11:01 AM
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I discovered why... well how to make it work... When copying all the files from the lvls into one, say to mi.lvl, dont copy over any .vb or .vh file besides MINES and MONK. Also only copy over the .joy and .sav files from mi.lvl, not from any others. And obviously only .cam files from mi.lvl as you cant use the others.

EDIT: Also, in doing that I can't get any sounds from anything in the picture (besides slog.) edit2: just realised that novaman asked that...
Also, Paul, the objects in exoddus "scrab left bound", and "scrab right bound" are used for glukkons as well. And, not trying to be annoying but a nice option in your editor would be a would you like to save dialog box if you havent saved. Oh, and every level I open in AO path an error comes up every time saying "This object has been duplicated" with title "Failed to parse object node fro..." 4 times, but everything is still fine.
The corruption thing IS a bug so I should beable to sort that, actually seems like only the vh and vb files get courrpted cause theyre not "chunk" based.

I'll rename the scrab bounds for AE if thats the case too The "Do you want to save" will also be added in the future. Your AO issue is because you copy pasted the "ao" and "ae" xml folders, some objects have been renamed since 0.2 due to wrong names etc, delete them all and reextract from the zip.

:
I'm still playing with the editor but when I put the slig bounds in they don't work. I set the right screen to load in but they still walk right past it.
It annoying.
If its AE that you'll prob only have "bytes" which is annoying, if its AO make sure the slig Id matches the slig its supposed to effect.
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  #1388  
12-29-2010, 11:31 AM
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If its AE that you'll prob only have "bytes" which is annoying, if its AO make sure the slig Id matches the slig its supposed to effect.
The problem is though, the SligID part is only on Slig Left Bound. On Slig Right Bound all the values are like byte 1, byte 2 etc. So I don't know which one is the SligID.
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  #1389  
12-29-2010, 11:58 AM
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The problem is though, the SligID part is only on Slig Left Bound. On Slig Right Bound all the values are like byte 1, byte 2 etc. So I don't know which one is the SligID.
Hmm I thought I updated that in 0.3? Anyway change the slig right bound xml file to contain this:

Edit: Nevermind, can't paste xml in here I'll have a new version soon which will have the updated xml in it. Also managed to fix the command line tool corruption issue. Just need to make sure it doesn't corrupt when saving fails too.
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  #1390  
12-29-2010, 12:02 PM
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Hmm I thought I updated that in 0.3? Anyway change the slig right bound xml file to contain this:

Edit: Nevermind, can't paste xml in here I'll have a new version soon which will have the updated xml in it. Also managed to fix the command line tool corruption issue. Just need to make sure it doesn't corrupt when saving fails too.
0.3??!! Crap. My bad. I didn't see editor 0.3. I'm going to try it in that version. Sorry.
Edit: Oh yes!! It works! Paul you're legend.
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  #1391  
12-29-2010, 02:56 PM
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Here is version 0.4, major changes are reworking of the file saving to fix the corruption issues Also make sure you use the dlls in THIS version/zip for THIS version.

If you don't it will break because the app has been rebuilt with the open source tool chain rather than the m$ one, which appears to fix the OpenGL rendering mode problem (not sure if anyone but me saw this problem though).
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  #1392  
12-29-2010, 03:23 PM
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Thanks again.
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  #1393  
12-29-2010, 04:09 PM
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Hey Paul you are so fast! Thanks for updates!!!!!!
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  #1394  
12-29-2010, 10:26 PM
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Nice update paul

Could you please make the object list in alpabetical order in the next update? It's sometimes hard to find things. :S
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  #1395  
12-30-2010, 12:02 AM
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Nice update paul

Could you please make the object list in alpabetical order in the next update? It's sometimes hard to find things. :S
I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).
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  #1396  
12-30-2010, 12:25 AM
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I'm working on allowing direct replacement of CAM images next (Edit: This is AO only of course!)
When Abe's Exoddus?



Found this with google: playstation sequence data and vag + vab + vb:
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  #1397  
12-30-2010, 03:23 AM
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I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).
That will be well good!!
Has anyone else placed a paused slig in the air off the cliff in stockyards? It might just be my copy but he doesn't fall, he airwalks!
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  #1398  
12-30-2010, 07:28 AM
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Is anyone able to explain how to use the Well and Express Well features
Fall XPos
Fall YPos
Off XPos
Off YPos
On XPos
On YPos
Leaf XPos
Leaf YPos
Resource num/Resource Id
and in other things 'Disable resources'
Thanks in advance
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  #1399  
12-30-2010, 08:38 AM
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I'll be reworking that at some point, not likely for a while though. I'm working on allowing direct replacement of CAM images next (Edit: This is AO only of course!)

Once this is done it should then be possible to make full mods using only the editor app and it will be almost feature complete. Just bug fixing and object documentation to do after that (which is actually a ton of stuff).
Oh yeah I forgot about that feature, That will be awesome because we can finally start making our own scenes that would be pretty unique. If only it had been possible to add new cams to the grid but I'm guessing thats hardcoded.
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  #1400  
12-30-2010, 09:02 AM
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Oh yeah I forgot about that feature, That will be awesome because we can finally start making our own scenes that would be pretty unique. If only it had been possible to add new cams to the grid but I'm guessing thats hardcoded.
What? You mean basically adding new screens? Because I doubt that will ever be possible...

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  #1401  
12-30-2010, 09:04 AM
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What? You mean basically adding new screens? Because I doubt that will ever be possible...
ikr lol. I was just saying if only we could :P
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  #1402  
12-30-2010, 09:12 AM
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ikr lol. I was just saying if only we could :P
Ahh, I wouldn't get your hopes up...there are couple tricks you could use, like path transitions for example, to connect or link screens together.
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  #1403  
12-30-2010, 09:14 AM
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Ahh, I wouldn't get your hopes up...there are couple tricks you could use, like path transitions for example, to connect or link screens together.
Dude your right, That would actually work for most things

I forgot about that XD
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  #1404  
12-30-2010, 09:19 AM
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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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  #1405  
12-30-2010, 09:31 AM
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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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  #1406  
12-30-2010, 10:02 AM
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Ahh, I wouldn't get your hopes up...there are couple tricks you could use, like path transitions for example, to connect or link screens together.
Nice update paul!
how did you do that?
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  #1407  
12-30-2010, 10:15 AM
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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.
Not in the way you're probably thinking but yes it's more than possible if you put your mind to it. Path transitions are something the game has in it anyway; you just need to make them go to screens that you are going to use and change them to fit your needs.

If I try this out later I might write a guide if it is feasible enough.
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  #1408  
12-30-2010, 10:19 AM
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Not in the way you're probably thinking but yes it's more than possible if you put your mind to it. Path transitions are something the game has in it anyway; you just need to make them go to screens that you are going to use and change them to fit your needs.

If I try this out later I might write a guide if it is feasible enough.
Awesome Chubfish. It would be great if you did!

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  #1409  
12-30-2010, 10:44 AM
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When Abe's Exoddus?



Found this with google: playstation sequence data and vag + vab + vb:
Never, as I've explained before creating new AE cam's can't be done (not by me anyway, if anyone else figures the algorithm out feel free to share :P).

:
Oh yeah I forgot about that feature, That will be awesome because we can finally start making our own scenes that would be pretty unique. If only it had been possible to add new cams to the grid but I'm guessing thats hardcoded.
Not 100% sure what you mean, in AO you can add a CAM/Image to any used or empty grid block, but you can't alter how many blocks are in the grid.


:
Is anyone able to explain how to use the Well and Express Well features
Fall XPos
Fall YPos
Off XPos
Off YPos
On XPos
On YPos
Leaf XPos
Leaf YPos
Resource num/Resource Id
and in other things 'Disable resources'
Thanks in advance
Hmmm.. I think its this:

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.
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  #1410  
12-30-2010, 10:52 AM
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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?

:
Not 100% sure what you mean, in AO you can add a CAM/Image to any used or empty grid block, but you can't alter how many blocks are in the grid.
So you mean as long as theres unused grid blocks we can indefinetly add extra CAM screens that will work when you go onto them? Because alot of paths have lots of unused grid blocks?
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Last edited by SligStorm; 12-30-2010 at 10:54 AM..
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