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  #721  
05-13-2011, 02:08 PM
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Damn! That looks awesome!
Thanks, I'm actually finding cam edits easy.
They average about half an hour to make but they're still cool!

Here's one I'm going to include in my new stockyards variation...

To be honest I'm going to lower the brightness on the FG objects. They're too bright for the stockyards. Also, the flooring has been aligned now so this screen is almost finished. Just going to fix up the hoists and the slig and mud puzzle...
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  #722  
05-13-2011, 02:12 PM
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That mine looks funny on the cam
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  #723  
05-13-2011, 02:16 PM
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That mine looks funny on the cam
Yeah, I might move it down a bit. It's quite awkward to align everything since the collision items are weirdly placed when the game resizes everything. I'll work on it a bit more tommorow.
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  #724  
05-13-2011, 02:18 PM
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The placement of the mine looks perfect. It just looks funny against the cam.
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  #725  
05-13-2011, 08:24 PM
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The strange thing is I've been editing Rupturefarms 1 and playing it just fine, the only major gripe I have with it is that it won't recognize rock/meat sacks and I can't get the slog onto the level even when copying the slog.bnd file over.

EDIT: My game version says it's 2.0
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  #726  
05-14-2011, 04:14 AM
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The strange thing is I've been editing Rupturefarms 1 and playing it just fine, the only major gripe I have with it is that it won't recognize rock/meat sacks and I can't get the slog onto the level even when copying the slog.bnd file over.

EDIT: My game version says it's 2.0
I remember having trouble with the rock/meat sacks on any level. May have to investigate the options. I don't know about the slog though, I've always gotten it to work by just placing it in without the slog.bnd. Plus, I also have 2.0.
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  #727  
05-14-2011, 04:46 AM
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The placement of rock sacks and meat sacks is very anoying. The best way I can explain it is like this. If you want the sack at the top of the screen you want to place the box in Paul's level editor half way down the screen. Also you have to program where the item will land when you touch the sack. Of course always make sure you have set it to load in the correct screen. It may sound anoying that people are saying that an awful lot but even today I still make that mistake. It's a very common mistake that is very easy to make.
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  #728  
05-14-2011, 04:52 AM
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Wired Updates! :)

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The placement of rock sacks and meat sacks is very anoying. The best way I can explain it is like this. If you want the sack at the top of the screen you want to place the box in Paul's level editor half way down the screen. Also you have to program where the item will land when you touch the sack. Of course always make sure you have set it to load in the correct screen. It may sound anoying that people are saying that an awful lot but even today I still make that mistake. It's a very common mistake that is very easy to make.
Could you help with worker muds. When I place one in, it doesn't appear!
EDIT: Here's the updated version of the screen with all collision items fixed and slig. There is a bird portal but the slig's covering it. I also lowered the brightness of the FG objects, all I've got to now is fix the mud and put some shadows in for effect .


EDIT 2: Looks like I fixed the mudokon problem (hence why I crossed out what I put earlier), and the bird portal. Only thing now is the shadows, and then this screen is finished!
Here it is:
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Last edited by RoryF; 05-14-2011 at 05:18 AM.. : Had to include some more stuff!
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  #729  
05-14-2011, 06:43 AM
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Hi guys, sorry to jump in and be a bit unrelated, but the help thread is over 3 months old and wont let me post in it. I'm having a whack at making my first Oddysee custom level, but I can't seem to add mines and muds into any screens. They go in fine in the editor but then when i'm testing the level, I go into the screen they're in and the game freezes and crashes? Any help would be appreciated!
OK, I'll make a new help thread for everyone to discuss helping on. However, I'm not particularly knowledgeable on the editor, so don't expect me personally to help much. Sorry. I'm sure other people will though. Please don't ask for help on this thread.

Also, I've updated the other 'level variations' thread.

And well done everyone! You've done well, and the levels and .CAMs look great! As I said, I can't play them at the moment, as I'm very busy with GCSE exam revision.


Last edited by Jango; 05-14-2011 at 06:53 AM..
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  #730  
05-14-2011, 07:43 AM
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Something whistles i'm gonna make RuptureFarms III ;-)
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  #731  
05-14-2011, 08:05 AM
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More Updates

PROGRESS

FIRST SCREEN 100% DONE:
+Mine changed to UXB
+Shadows added
+Extra UXB added for puzzle
+Alignment done
+Starting point fixed (no falling into slig gunfire)
+Hoists better positioned
+Sercurity Eye added
+Bird Portal moved

SECOND SCREEN 85% DONE:
+CAM created
+Extra Mudokon added
+Bird Portal moved to this screen
+UXB added
+Shadows added
+Brightness fixed
+Collision Paths aligned
+Stored extra collision paths
+Slig boundaries fixed
*Puzzle for top level

SCREENSHOTS

1ST CAM:


2ND CAM:
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Last edited by RoryF; 05-14-2011 at 08:08 AM..
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  #732  
05-14-2011, 08:15 AM
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Is it me or do the mudokons look blue?
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  #733  
05-14-2011, 08:18 AM
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Oddman that looks pretty nice, can't wait to see the finished level

I have only one minor gripe which is the placement of the security orb; it's position suggests that it should overlap onto the next screen as well.

EDIT: Also the worker mudokons look blue to me as well, but what the hell.
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  #734  
05-14-2011, 08:28 AM
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Oddman that looks pretty nice, can't wait to see the finished level

I have only one minor gripe which is the placement of the security orb; it's position suggests that it should overlap onto the next screen as well.

EDIT: Also the worker mudokons look blue to me as well, but what the hell.
Thanks.

I'll move the security orb now.

I don't know why they're blue, I haven't changed anything on them. I think it's because the first mudokon you see in the stockyards is blue, you just don't notice it because of the shadow. I just moved him.

I'm almost done with the second screen now, just fixing and moving stuff...
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  #735  
05-14-2011, 09:00 AM
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But what property makes them blue and why would the developers make him blue in the first place?
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  #736  
05-14-2011, 09:29 AM
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But what property makes them blue and why would the developers make him blue in the first place?
Don't know but I guess they just didn't bother as nobody would notice in the original.

UPDATE: 1st screen is now officially complete and so is the 2nd screen. 3rd screen is almost done, just a little bug testing...

UPDATE 2: First path 99%. Further bug testing is being done by JennyGenesis to make sure this level is perfect!
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Last edited by RoryF; 05-15-2011 at 09:51 AM..
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  #737  
05-16-2011, 01:28 PM
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I could help kapteeni13 to making rupturefarms III screens, of course if kapteeni13 likes to But I'm still a busy person.
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  #738  
05-16-2011, 01:31 PM
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I could help kapteeni13 to making rupturefarms III screens, of course if kapteeni13 likes to But I'm still a busy person.
You good at making cams then?
I'm alright at it...
RuptureFarms III sounds like a good idea.
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  #739  
05-16-2011, 11:48 PM
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The anoying thing about editing that level is that Zulags 1 2 3 and 4 are all in one level file and the paths (even those they are listed in the correct numerical order) all seem to be in a random order. You could be editing a Zulag 2 path and the next path could end up being a path from Zulag 4.
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  #740  
05-17-2011, 12:17 AM
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The anoying thing about editing that level is that Zulags 1 2 3 and 4 are all in one level file and the paths (even those they are listed in the correct numerical order) all seem to be in a random order. You could be editing a Zulag 2 path and the next path could end up being a path from Zulag 4.
Perhaps creating your own zulags in your own path order (excluding whatever is the start path number of course) would be the easiest fix?
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  #741  
05-17-2011, 12:34 AM
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That would be alot of time and effort. It's easier just to go through each path one by one until you find the one you want.
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  #742  
05-17-2011, 03:37 AM
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That would be alot of time and effort. It's easier just to go through each path one by one until you find the one you want.
That's true, I suppose I was just thinking of it in terms of the way I was creating the levels (entirely new cams).
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  #743  
05-17-2011, 03:57 AM
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Don't worry guys, when I edited RuptureFarms II, I wrote down which area of RuptureFarms each path number led to. Here is a photo of what I wrote down (I couldn't be bothered to type it):

If you really can't read my handwriting, then I'll type it up.

Also, those .CAMs look amazing Oddman360! Well done. The sound of a RuptureFarms III is so great!



EDIT: OK, because my handwriting is bad, I'll type it up. See a few posts below.


Last edited by Jango; 05-19-2011 at 08:28 AM..
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  #744  
05-18-2011, 12:17 AM
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I thought my handwriting was bad................
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  #745  
05-18-2011, 11:00 AM
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I could help kapteeni13 to making rupturefarms III screens, of course if kapteeni13 likes to But I'm still a busy person.
Ah, i'm sorry, it seems i was too fast... but still your single screen work is welcome... (Planned to make extra screen where you rescue mudokon) :P
I can wait...


:
You good at making cams then?
I'm alright at it...
RuptureFarms III sounds like a good idea.
I've made some edit's :P
My manuscrit goes here:
Abe is Returned to Feeco Depot... suddenly undernose there is bird portal to RuptureFarms III
New puzzles waiting...


Below is my test added CAM screen
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  #746  
05-18-2011, 11:19 AM
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Hmmmm...
I made a little cam based around RuptureFarms and your drawing...

Obviously it's a 640x240 image but that's so it will fit the grid properly. All of that is made with GIMP textures and stuff so you should be able to do it!
Plus it's free...
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  #747  
05-19-2011, 02:59 AM
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It's looking good but i really dont know how to use GIMP
I'm trying to make more simply with MSPaint xD

I shot two images randomly of my house and i will paste them to get something oddly natural!
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  #748  
05-19-2011, 08:19 AM
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I love the paper level Kapteeni
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  #749  
05-19-2011, 08:52 AM
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Happy r2.lvl, where the path files lead!

Where the r2.lvl path numbers lead to!

Have you ever tried to edit RuptureFarms II?
Did you find it so hard to find the area you want, because the path file numbers are all jumbled up?...

Well, take a look at the list below, to find out what area of RuptureFarms II each path number leads you to, when using Paul's Editor 6.0 (thanks Paul ) to edit the level!


THE DIRECTORY:
Path Number = Area of RuptureFarms II.
1 = Zulag 2, Hub/Start.
2 = Zulag 2, Door 1 (the one with the employee lounge).
3 = Zulag 2, Door 3 (the one with the 'BOOM' machine and trap door on the same screen).
4 = Zulag 4, First Part (the area with the 'RING FOR SERVICE' lever).
5 = Zulag 3, Door 2 (the one with the two moving bombs at the start).
7 = Zulag 3, Door 1 (the one with the falling meat and Shrykull).
8 = Zulag 4, Slog Kennels.
9 = Zulag 3, Door 3, Part 2 (the bit that starts with a 'BOOM' machine).
10 = Zulag 2, Door 2 (the one with the slog at the start that chases you).
11 = Zulag 4, Last Part (the area with the 'DO NOT TOUCH' button).
12 = Zulag 3, Door 3, Part 1 (the bit that has the three sligs to the left of a trap door).
13 = Zulag 3 Hub/Start.
14 = Zulag 4 Hub/Start.
15 = Zulag 1, First Part (the area you start RuptureFarms I in).
16 = Zulag 1, Second Part (the area that had falling meat in RuptureFarms I).
18 = Zulag 1, Third Part (the area with lots of meatsaws and entry to Zulag 2).
19 = Zulag 1, Fourth Part (the area you start RuptureFarms II in).
20 = Zulag 1, Fifth Part (the area you escape RuptureFarms I from, into the Stockyards).

I hope this is of great use to people who are trying to edit RuptureFarms II!

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  #750  
05-19-2011, 12:22 PM
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Added to Object Encyclopedia 101
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