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  #1081  
10-31-2010, 10:13 AM
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Just to clear things up:

1. I don't plan on changing JPSX dec to decode MDEC images (PS1 cams) anytime soon, its all open source so if someone else wants to try it then go for it Then you may beable to find secret images from PS1 games/demos

2. Recompressing AE cam files is also not something I'm gonna do, the decompressing was extremely difficult. However what I *MAY* do is write a dll that allows this (by loading a different FORMAT of cams)

3. The first version of my editor will support both games but only around 2 objects from each game will be documented, this limits the use somewhat but like the current editor you can extend this yourself if you can't wait for the next version.
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  #1082  
10-31-2010, 10:28 AM
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Wow! I got it to work! Thank you so much for your tutorial Chubfish. And I must give my thanks to Paul and LIJI, and to all of the other guys who have made this work!

I can't believe you've suddenly been able to crack it!

Next step, try to make a level editor for RuptureFarms. (I would give anything to see that).

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  #1083  
10-31-2010, 12:09 PM
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Paul how the heck do I use your editor?
it's a Ttf file and when I tried to rename it, all It did was change the name not the file type!!
:'(
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  #1084  
10-31-2010, 12:57 PM
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Paul how the heck do I use your editor?
it's a Ttf file and when I tried to rename it, all It did was change the name not the file type!!
:'(
Rename to .zip I think, and then extract the zip of course Btw I think you mean decoder not editor :P I've not release an editor yet.
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  #1085  
11-01-2010, 10:17 AM
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With LIJI's level editor.

I first select Mud 1 and select type or direction or mood etc in the menu
then when i select Mud 2, LIJI's level editor forgets that i selected type or direction or mood etc. Its time wasting selecting type or direction or mood etc again and again in menu only for see if all muds have right type or direction or mood etc.

In MIP01C36
I can't change the positon for middle mud to 275/180, because it reverts back to the original position when reloading.

In MIP02C18
I can't change the positon for flying slig to 55/25, because it reverts back to the original position when reloading.

In MIP03C01
I can't change the positon for slog to 25/175, because it reverts back to the original position when reloading.

I can't copy positions from one object to another object
in same screen or other screens.

And then i can't see what current bnd file is loaded in text.
I can't delete a object and change a object to be another object
like replacing all slogs with scrabs.
And adding objects too.

Last edited by NovaMan; 11-01-2010 at 10:21 AM..
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  #1086  
11-01-2010, 12:23 PM
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It IS an alpha, most of the things you have said like replacing objects with others or adding/deleting objects aren't even possible yet with it, however you can do this with a hex editor (adding objects is quite difficult but changing objects is relatively easy provided you know all the values and ID's of objects).
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  #1087  
11-01-2010, 02:53 PM
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It IS an alpha, most of the things you have said like replacing objects with others or adding/deleting objects aren't even possible yet
Does that mean that possibly Paul or LIJI will eventually come up with an editor that can replace and add objects?

If so, it would be truly and utterly amazing.

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  #1088  
11-01-2010, 04:06 PM
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Does that mean that possibly Paul or LIJI will eventually come up with an editor that can replace and add objects?

If so, it would be truly and utterly amazing.
Adding items is possible, its not possible to add new collision items without editing the exe though.

BTW I have about 5 serious bugs to fix before I release the first version of my editor, version 1 won't alllowing adding objects though
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  #1089  
11-01-2010, 06:27 PM
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Gee, I've said it already a million times - Adding and deleting objects WILL be in the next version. Adding and deleting is NOT possible in this alpha.

Novaman - Does the moving issues occur with ALL objects, or only these specific ones? Does trying to move them again solve the problem?
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  #1090  
11-02-2010, 12:16 AM
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before I release the first version of my editor
Is that an editor for Oddysee? Or Exoddus? Or both? What levels can it edit?

EDIT: Ah, you said it would support both games. What levels would it be able to edit from them?

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  #1091  
11-02-2010, 12:38 AM
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Its not possible to add new collision items without editing the exe though.
Editing the lvl files and the exe file in same time.
Make the collision fitting edited cams.

:
Gee, I've said it already a million times - Adding and deleting objects WILL be in the next version. Adding and deleting is NOT possible in this alpha.
Hope this day or tomorrow.

:
Novaman - Does the moving issues occur with ALL objects, or only these specific ones? Does trying to move them again solve the problem?
The moving issues occur with ALL objects,
its impossible to change 250 to 20, because it reverts back after saving the bnd file and load it again.

Last edited by NovaMan; 11-02-2010 at 12:54 AM..
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  #1092  
11-02-2010, 06:14 AM
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The moving issues occur with ALL objects,
its impossible to change 250 to 20, because it reverts back after saving the bnd file and load it again.
Are you sure you're saving and loading correctly? Do not edit the BND file directly:

-Split the .BND file to .path files first.
-Open the .path file (Not the .BND file) you want to edit)
-Compile the .path file to the .path file (Not the .BND file, that will corrupt it)
-Rejoin the .path files to a .BND file.
-Rebuild the .lvl file using Paul's tool.
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  #1093  
11-02-2010, 06:54 AM
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I have splitted the bnd file for access boiler rooms.

The object position reverts back after going to next cam and back to previously cam agian in same bnd file.
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  #1094  
11-02-2010, 10:29 AM
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I can't reproduce the bug. Please be more specific, in the previous post you said it resets after reloading the .bnd file (Which you shouldn't be doing anyway, you should work with .path files only) and in this post you said it resets after navigating between screens.
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  #1095  
11-02-2010, 10:54 AM
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You said it resets after navigating between screens.
I mean that.


And then it's easy to reproduce. else i must post a video showcasing the bug.

Change first mudokon position from 251 to 20, then go to any room and then back. The positon of the mudokon has reverted back to 251. no 20 there instead of 251 .

Last edited by NovaMan; 11-02-2010 at 10:57 AM..
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  #1096  
11-02-2010, 11:05 AM
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Please make a video, I'm unable to reproduce this bug. 251 is also not a very valid location for a Mudokon as far as I know, which Mudokon is that? (CAM ID)
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  #1097  
11-02-2010, 11:51 AM
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Here is the video showcasing the object position problem.



Last edited by NovaMan; 11-02-2010 at 12:30 PM..
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  #1098  
11-02-2010, 12:31 PM
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Ok, I'm able to reproduce it now. I'll fix it for the next release.
Edit: Fixed. This bug will no longer occur in newer versions.

Last edited by LIJI; 11-02-2010 at 12:37 PM..
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  #1099  
11-02-2010, 12:42 PM
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Fixed. This bug will no longer occur in newer versions.
Many thanks.

:
I first select Mud 1 and select type or direction or mood etc in the menu then when i select Mud 2, LIJI's level editor forgets that i selected type or direction or mood etc. Its time wasting selecting type or direction or mood etc again and again in menu only for see if all muds have right type or direction or mood etc.
Now a video for that too:



Last edited by NovaMan; 11-02-2010 at 12:45 PM..
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  #1100  
11-02-2010, 12:48 PM
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Yeah, I'm aware of this issue. It might get fixed, might not.
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  #1101  
11-02-2010, 12:51 PM
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How come UXBs are called UBXs?
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  #1102  
11-02-2010, 12:56 PM
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Probably just a typo, it's not like everything is going to be perfect in an alpha!

That is why we're here to help test it out thoroughly for bugs (I suppose)
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  #1103  
11-02-2010, 01:09 PM
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It's not like everything is going to be perfect in an alpha!
When rejoin bnd file from folder:


Last edited by NovaMan; 11-02-2010 at 01:13 PM..
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  #1104  
11-02-2010, 01:19 PM
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:
When rejoin bnd file from folder:

It's perfect as it is I think.
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  #1105  
11-02-2010, 02:05 PM
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File selectors don't work this way in Windows. You can't select a folder with this type of dialog.
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  #1106  
11-02-2010, 02:30 PM
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At long last here is my editor version! Check out the read me for features etc.

It should allow you to edit any level from the retail version of both AO and AE, you can document extra object types by updating the xml files. Most known bugs and other issues are in the readme, any questions or problems then let me know.

Edit: Adding a missing DLL file in another zip (Qxml4.dll)
Attached Files
File Type: ttf Editor 0.1.zip.ttf (3.52 , 282 views)
File Type: zip QtXml4.zip (122.7 , 273 views)

Last edited by Paul; 11-02-2010 at 02:58 PM..
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  #1107  
11-02-2010, 02:41 PM
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Hey Paul, when I try to open up the program, it says QtXml4.dll was not found. wtf?
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  #1108  
11-02-2010, 02:47 PM
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It comes with his decoder.
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  #1109  
11-02-2010, 02:58 PM
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Hey Paul, when I try to open up the program, it says QtXml4.dll was not found. wtf?
Damn it, sorry about that, check my original post I've upped the missing dll in a seperate zip file.

Edit: http://www.youtube.com/watch?v=PzGlwkrlcPU poor quality video demo of the editor

Last edited by Paul; 11-02-2010 at 03:09 PM..
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  #1110  
11-02-2010, 03:06 PM
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Oh nice, a new editor! I will look at this when I have the time tomorrow; opening up a .lvl file and choosing a path seperately seems quite good by the way, from what I tried out quickly.

Awesome.
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