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  #1021  
10-25-2010, 07:56 AM
kapteeni13
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Genius! I dont find another word to display things! You are gonna make Abe2 to editable. I like it. *show's Thumb's up*
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  #1022  
10-25-2010, 12:12 PM
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Alpha 2 released!

New features introduced in this version:
Moving objects via drag&drop
3 Grid modes
Lock Y position
Moving objects via text boxes
Resizing object via text boxes
Ability to split and rejoin BND files
Ability to edit ANY .path file, as long as it's documented in Paths.ini (Currently all MIP paths are documented.)

Bug fixes:
Fixes the 2 crashes found in the previous version
Attached Files
File Type: ttf Level Editor.zip.ttf (771.0 , 328 views)

Last edited by LIJI; 10-25-2010 at 12:15 PM.. : It didn't upload :P
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  #1023  
10-25-2010, 12:50 PM
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My feature requests:

1. Moving objects with snap to grid enabled
2. Adding and removing objects with right click menu
3. Change a mudokon into slig with right click menu
4. Redesign the whole level = adding/removing screens + screen sidescrolls
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  #1024  
10-25-2010, 12:56 PM
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:
Alpha 2 released!

New features introduced in this version:
Moving objects via drag&drop
3 Grid modes
Lock Y position
Moving objects via text boxes
Resizing object via text boxes
Ability to split and rejoin BND files
Ability to edit ANY .path file, as long as it's documented in Paths.ini (Currently all MIP paths are documented.)

Bug fixes:
Fixes the 2 crashes found in the previous version
Wicked sick. Going to use this now.
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  #1025  
10-25-2010, 01:02 PM
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:
My feature requests:

1. Moving objects with snap to grid enabled
2. Adding and removing objects with right click menu
3. Change a mudokon into slig with right click menu
4. Redesign the whole level = adding/removing screens + screen sidescrolls
1. It's already there, in the options menu.
2. Will happen, as promised, in the final version.
3. Will not happen as it's not safe. Removing the mudokon and adding a slig instead is the right way to do it.
4. Might happen. Might not.
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  #1026  
10-25-2010, 01:30 PM
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Thanks for response LIJI.
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  #1027  
10-25-2010, 01:49 PM
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This is awesome!
I messed around with the shadow settings and I made Abe red.
Click image for larger version

Name:	abe.bmp
Views:	251
Size:	158.6 
ID:	12054
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  #1028  
10-25-2010, 02:02 PM
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Found a bug that crashed me when editing; if you edit properties for an object on the wrong cam screen it will cause crashing, but other than that I had quite a good level going ! Will toy with it later.

How do I get CAM screens to show? I have them all as .bmp's but I've tried naming them to the format and it's not working for me.
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  #1029  
10-25-2010, 02:13 PM
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Question

Why does the guy on the second screen disappear after I've edited the path? I know he's there but he doesn't show up.
Editor:
Click image for larger version

Name:	abe2.bmp
Views:	235
Size:	131.4 
ID:	12056
In game:
Click image for larger version

Name:	abe3.bmp
Views:	248
Size:	204.5 
ID:	12055

Sorry that they're small pictures.
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  #1030  
10-25-2010, 02:16 PM
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Can you tell me the X and Y values of the mudokon?

Also save your images as .png's, the image will be smaller in size and still have a good quality.
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Last edited by Chubfish; 10-25-2010 at 02:24 PM..
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  #1031  
10-25-2010, 02:29 PM
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I'm not sure why CAMs won't load for you! Can you send me a screenshot of Windows Explorer showing the CAM folder?
About the disappearing mudokon - I've had this bug before, I thought I fixed it. Make sure the Y position is dividable by 20 and the X position fits the foreground grid. Tell if it solves it.
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  #1032  
10-25-2010, 03:05 PM
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Here you go:

I changed the name of the first 3 just to see if anything else in a name change would work, which didn't; do I have to place them in a folder called "mi" or something?

It's probably me being bleeding stupid with it but if you can't spot anything...
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  #1033  
10-25-2010, 03:17 PM
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Your Windows Explorer is configured to hide the file extension of recognized files. The actual names of your files are "MIP01C01.CAM.BMP.BMP". Paul's converter uses .CAM.BMP by default which is the reason I used this naming scheme. Just remove the extra extension (Leave it .CAM) or display the hide extensions option, so you can see the actual name of your files.
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  #1034  
10-25-2010, 03:41 PM
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Yeah that's why I had 3 renamed files. I tried it as what you had said (the first file in the row) and that didn't work.

It's the bit in the red box I wanted you to focus on...if it had extensions it would be MIP01C01.CAM.BMP for the first one but that still doesn't work. The third one doesn't work either, and that one is the default; it came out as .cam.cam.bmp

EDIT: Just incase that is a bit tl;dr none work regardless of what I put, even with what you've said, and even the first one in the red box which is correct from what you've said.

I still can edit the path files but it would look nicer with them is all.
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Last edited by Chubfish; 10-25-2010 at 03:46 PM.. : graf spee
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  #1035  
10-25-2010, 03:50 PM
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Could you try and disable the hide extensions option? It's only good for nothing and only causes problems everywhere. The first file really should work!
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  #1036  
10-25-2010, 03:53 PM
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:
Paul's converter uses .CAM.BMP by default which is the reason I used this naming scheme.
Weird, it made them all .cam.cam.bmp for me without fiddling with anything. I had to mass-rename them all.

I've just tried making a few fiddles to the existing objects in MIP01, not even moving or adding anything, but somewhere along the line something must be going wrong. I put the rejiggered .path inside the .bnd, then put the .bnd back in the .lvl, but the game crashed when starting a new game. I restored the original .lvl and the game ran fine.

So I tried putting the original .path inside the .bnd and putting that in the .lvl. The game crashed again. I feel quite lost with all of this.
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  #1037  
10-25-2010, 04:07 PM
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Did you rename the .path file to a .bnd file? That's what I did Max, then I recompiled the level after replacing mipath.bnd with that path file I renamed. Unless I'm misunderstanding you.

Also LIJI I can't quite remember how to make it show file extensions, I have it done on my other PC that is Vista but not this one because I found it too much of a pain.



This is a good test of user friendliness/ease of use for an Alpha, I want to write a readme for the editor !

EDIT: I got my cam files working, well sort of.



This is the only one that shows up, and it shows up for every cam image for some reason. I am very confused.
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Last edited by Chubfish; 10-25-2010 at 04:37 PM..
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  #1038  
10-25-2010, 04:47 PM
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Alright, using Paul's editor, I
  1. extracted MIPATH.bnd from the original mi.lvl
  2. deleted MIPATH.bnd from the original mi.lvl
  3. added the extracted MIPATH.bnd to mi.lvl
  4. saved
And the resulting .lvl was enough to crash Exoddus. What's the version of Paul's editor I should be using?
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  #1039  
10-25-2010, 04:47 PM
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Hmm...To avoid MASS rename and hassle. Use pauls Version 0.3 of his converter.

It outputs the filenames differently.

Besides that it all works for me; Backgrounds and all!
Oh and LIJI, I just love how the editor gets sprites for objects using there ID, cause I make my own sprites!
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  #1040  
10-25-2010, 04:57 PM
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Mlg man, have you tried splitting and rejoining .bnd's yet? Or does that fall under "all"?

Also my pictures all work now, so it's all good.

Do we have any update on the ID's of objects or is it still the same as last time but with scrabs as ID 29 and fleeches as ID 54?

I will work on a level tomorrow for fun, hopefully it wont crash me again if I'm a bit more careful.
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Last edited by Chubfish; 10-25-2010 at 05:04 PM.. : can't remember id's for shit
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  #1041  
10-25-2010, 05:22 PM
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:
Alright, using Paul's editor, I
  1. extracted MIPATH.bnd from the original mi.lvl
  2. deleted MIPATH.bnd from the original mi.lvl
  3. added the extracted MIPATH.bnd to mi.lvl
  4. saved
And the resulting .lvl was enough to crash Exoddus. What's the version of Paul's editor I should be using?
I'm not exactly sure what you've done, but to change a level you do this:
  1. Extract the .lvl file to a new folder using Paul's extract.exe
  2. Extract MIPATH.BND using my level editor
  3. Modify MIPATH*.path as you wish. Use the compile option to save and use file you loaded! not MIPATH.bnd!
  4. Using my editor, use the Rejoin BND option and choose the MIPATH folder. Do NOT choose any other folder! Only the folder containing .path files! A new MIPATH file should replace the new one
  5. Rebuild the lvl file using Paul's builder.exe
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  #1042  
10-25-2010, 05:40 PM
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That's exactly what I've been doing with one exception: Instead of using extract.exe and builder.exe I've been using editor.exe, which is the most recent .lvl editor I found in the thread. It took me long enough to find the two you name, I had to go back pretty much to the start of the thread. I'll give them a whirl, but are you sure editor.exe won't do?
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  #1043  
10-25-2010, 05:54 PM
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If it does the same as builder it's fine I guess. Could you upload the resulting BND and LVL files? It'd be easier to diagnose the problem.
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  #1044  
10-25-2010, 06:16 PM
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Success! Using the early builder.exe makes non-crashing .lvls! Thanks LIJI, I'm looking forward to fiddling around with things.

I'd attach the .lvl file, but it's too big. I'll email it to you if you PM me your address, if you like.

I suspect the problem is that Paul's editor.exe just appends added files to the end of the .lvl. I may be completely wrong.
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  #1045  
10-25-2010, 06:31 PM
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Well, never mind it then if it works now!
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  #1046  
10-26-2010, 05:16 AM
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Question

I've done what you said to do but he's still not there.
Also, I'm having the same CAM problem. I've tried renaming them .bmp, .cam.bmp and .cam.cam.bmp.
I don't know what I have to do to fix it.
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  #1047  
10-26-2010, 05:18 AM
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Please upload the problematic .path file. For the CAM issues, try to disable hiding extensions in Windows Explorer (It's under folder options) and make sure they're name .CAM.bmp after you disable the feature.
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  #1048  
10-26-2010, 06:21 AM
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Happy

The CAM works now! Thanks. I put it as just the filename .CAM.
Click image for larger version

Name:	ohyeh.png
Views:	226
Size:	272.4 
ID:	12057
BTW the .path is in a .rar. Just take the .ttf off.

EDIT: I've fixed it now! Don't worry. I think it was because I tried to put him in the air. Whoops . I've taken the file off now because it's done.
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Last edited by RoryF; 10-26-2010 at 06:45 AM..
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  #1049  
10-27-2010, 03:38 PM
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Does anyone else find it ironic that one of our most genious members has one of the most uncreative usernames? I joke, Paul, I joke- you hold a power second only to God himself. Keep it up!
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  #1050  
10-27-2010, 03:59 PM
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I don't find it ironic, I find it expectable.
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