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  #901  
10-19-2010, 11:26 AM
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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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  #902  
10-19-2010, 11:36 AM
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nice find keep up the good work,and ill plus rep as work
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  #903  
10-19-2010, 12:08 PM
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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
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Name:	BRPATH.BND_7.png
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  #904  
10-19-2010, 12:15 PM
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"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.
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  #905  
10-19-2010, 12:52 PM
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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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Name:	MIPATH.BND_1.JPG
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ID:	12006  
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  #906  
10-19-2010, 01:03 PM
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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.
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  #907  
10-19-2010, 01:10 PM
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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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  #908  
10-19-2010, 02:13 PM
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I plan making a level editor, but I haven't started anything yet.
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  #909  
10-19-2010, 02:30 PM
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Since I've already got all the parse code I've started one just now. Heres how its lookin.
Attached Thumbnails
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Name:	Editor.JPG
Views:	229
Size:	24.7 
ID:	12007  
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  #910  
10-19-2010, 02:35 PM
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Not really a lot to see, but still nice work!
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  #911  
10-19-2010, 04:03 PM
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Well hopefully it will turn into something very useful soon
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  #912  
10-19-2010, 04:36 PM
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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.
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Name:	Editor.png
Views:	558
Size:	84.6 
ID:	12008  
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  #913  
10-20-2010, 03:36 AM
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Looks good, what language / UI framework you using?
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  #914  
10-20-2010, 03:43 AM
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Clickteam's Multimedia Fusion 2 for the GUI, C++ for the internals.
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  #915  
10-20-2010, 05:52 AM
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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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Name:	screen3.png
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ID:	12011  
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  #916  
10-20-2010, 09:04 AM
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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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  #917  
10-20-2010, 10:02 AM
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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
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Name:	brew.JPG
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ID:	12015  

Last edited by Paul; 10-20-2010 at 10:11 AM..
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  #918  
10-20-2010, 11:03 AM
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Nice work
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  #919  
10-20-2010, 11:07 AM
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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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  #920  
10-20-2010, 02:42 PM
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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!
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Name:	Floating.png
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Name:	Minecar.png
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Size:	72.1 
ID:	12018   Click image for larger version

Name:	SlapLock.png
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Size:	48.3 
ID:	12019   Click image for larger version

Name:	Naked Slig.png
Views:	215
Size:	22.0 
ID:	12020  

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Name:	Greeter1.png
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ID:	12022   Click image for larger version

Name:	Greeter2.png
Views:	213
Size:	194.9 
ID:	12023  
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  #921  
10-20-2010, 03:11 PM
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Fucking awesome.
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  #922  
10-20-2010, 03:24 PM
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:
Fucking awesome.
This.
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  #923  
10-20-2010, 05:16 PM
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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.
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  #924  
10-21-2010, 03:50 AM
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holy shit, This is fantastic work!
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  #925  
10-21-2010, 05:08 AM
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Thanks for all those values LIJI. I managed to turn all sligs into greeters, it was really sweet!
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  #926  
10-21-2010, 08:10 AM
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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.


Last edited by Jango; 10-21-2010 at 08:14 AM..
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  #927  
10-21-2010, 08:36 AM
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Regarding to a level editor:
can i make a very big chunk of rooms with transitions and collisions with enemies???
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  #928  
10-21-2010, 08:37 AM
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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.
1. Yes, adding objects will be possible.
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.
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  #929  
10-21-2010, 08:50 AM
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LIJI,
can you make a cheat engine table from list?
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  #930  
10-21-2010, 08:58 AM
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Not really, just open a hex editor and do some find&replaces. (Carefully though!)
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