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Quote from Interslice:
Couple of questions:
1. Are the metroid paks compatible across different versions of the game?  Can I use 0-00 paks on trilogy? 
2. Why are some parts of the water I made larger in tallon overworld purple?


1. kinda. They're mostly compatible in that Trilogy will be able to load 0-00 paks but there are version differences (new version of the FONT format and some objects had properties added/removed) that will either crash the game or just not load correctly.

2. that's probably because the lightmap can only be mapped correctly at the water's original size. Remove the lightmap and it should look ok.
In phendrana when i load phendrana shorelines the game freezes for a second or two is caused because of too many object and or enemies in the room?
Edit history:
Aruki: 2016-04-04 12:49:09 pm
It sounds like you probably moved assets into the room that aren't normally there. If that's the case, then that's expected behavior. The readme explains that.
i just thought of soething for a pernament door color change in echoes, could i delete the door with the put a new door in and then setup a door lock like super missile for say?
im assuming it's possible
I'm working on implementing some support for animation playback. Next release will hopefully have a full-fledged animation viewer.
is it possible to remove a speed cap in PWE
Edit history:
Odylg: 2016-04-08 09:43:17 am
Odylg: 2016-04-08 09:43:03 am
Odylg: 2016-04-08 09:43:03 am
I run this here hotel of an evening
If I change the name of a DamageableTrigger (or anything really) will that screw up its links?

Also is there any sort of requirement or guideline to setting up a Relay or SpecialFunction in terms of placement? I'm guessing no but I figured I'd ask

How do I use Corruption with PWE? Or rather, how do I get those tasty files out?

Excitement abound for the Animation (and hopefully cache fix) update
Quote from Odylg:
If I change the name of a DamageableTrigger (or anything really) will that screw up its links?


No, the name isn't used by the game so you're free to change it to whatever you want.

Quote:
Also is there any sort of requirement or guideline to setting up a Relay or SpecialFunction in terms of placement? I'm guessing no but I figured I'd ask


No. Placement doesn't matter. In MP1 a lot of objects (anything where it doesn't show up in the property editor) don't even have transform data; PWE generates it when you load the map. That's why things are kinda all over the place in MP1 levels... (It's also why some objects don't stay where you initlaly placed them when you close/reload a map.)

Quote:
How do I use Corruption with PWE? Or rather, how do I get those tasty files out?


Uhh, the same way you use it with MP1/2? Not sure I understand the issue.
I run this here hotel of an evening
ah, sorry. i misspoke. it's not how to use with PWE, i mean how do i get the pak files out so i can then get to the mlvl files. I've been using GCRebuilder to get the paks from MP1/2, which is gamecube only. how do i get them out the "normal" way?
I suggest using Dolphin for that. Right click game -> Properties -> Filesystem -> right click Disc -> Extract All Files.
I run this here hotel of an evening
oh cool. i didn't know dolphin could do that. thanks
with new additions to pwe on theree would it be possible to modify an animation, that is if you can incorporate that
There won't be any support for editing animations off the bat, only viewing them
I run this here hotel of an evening
Is there a way to see what room a door leads to? And if not, will there be? Even if it's just the MREA ID.
The Dock Number property on the dock corresponds to the Attached Area list in the start window.
Unrelated: You seriously don't know what doors go where yet?!
Edit history:
Odylg: 2016-04-10 01:29:59 pm
I run this here hotel of an evening
Quote from Baby Sheegoth:
Unrelated: You seriously don't know what doors go where yet?!

I know where doors go, just not by room name

Edit: "Qt Warning: edit: editing failed" ?
Edit history:
Aruki: 2016-04-10 01:53:46 pm
Ignore it.

The console window isn't even supposed to show up in the public release, I must've forgotten to turn it back off when I was debugging the pak extracting stuff. I'll get rid of it next release. Til then just ignore any warnings/errors that show up unless it crashes or if there's something obviously wrong in the editor.
Can we have the console window as an option in future releases?
I run this here hotel of an evening
Connection Elevator to Deck Beta (6ed3231b.MREA)
-Relay Begin Elevator Sequence

    X: 127.5646
    "Sure, that works"

    Y: -263.0701
    "Sounds Reasonable"

    Z: -1063.2422
    "...wtf?"

Why. Just... why
Edit history:
Aruki: 2016-04-11 09:15:11 am
Aruki: 2016-04-11 08:55:12 am
Because it's an auto generated position and PWE doesn't do a great job with those

edit: In that particular case it's because a lot of elevators have an actor for invisible collision and the model is just a single triangle at -5000 Z. The relays are connected to it and PWE tries to generate positions that puts objects close to the things they're connected to (and fails half the time because PWE's position generation sucks).

Quote from hypermetalridley:
Can we have the console window as an option in future releases?


What do you need it for? Everything it prints shows up in the log. It's really meant more as a debugging aid than as something useful for end users.
I run this here hotel of an evening
Quote:
…make a ConditionalRelay in the room that checks for Ice Beam

How do I make this? All I've managed to do with doors thusfar is make one reflect direct shots. Still opens if shooting to the side, can go through just fine but shots will still be reflected instead of going through the open door.
Looks kinda cool, but not what I'm lookin for.

Honestly I'd probably have it by now if it didn't take so damn long to test, especially when dolphin fails to load forcing me to transfer it to usb. -_-
oops, MP1 doesn't have ConditionalRelays... my bad. Make an Inventory Activator SpecialFunction instead that checks Ice Beam (it sends messages on state Zero).

For the door, just make sure you're editing the right object. You want to be editing the door's DamageableTrigger. Colored doors have two DamageableTriggers, one with vulnerabilities only to that particular beam and one (unused) with normal blue door vulnerabilities.