Bobik
O
RedHead FTW
GURU MEDITATION
Gems: 999
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Post by Bobik on Apr 6, 2016 14:10:56 GMT
Gems C'mon! Every single level needs gems. This is also useful for cheaters. Find this piece of long code: Self-explanatory. 1 is the least points and 15 is the most points. Win conditions Self-explanatory. Useful for cheaters. Find this piece of code: Scarab-related things (In the game files, they are called Vizes.)
Extra info on the topic: If you type "false" for every gem, the first gem would still be spawned despite the "false" value. If you type "false" for every powerup, the "reverse" powerup will be spawned anyways (this annoyed me, because I had an idea for a level with no powerups ) WinCondition determines the exact amount of spheres to be eliminated in order to fill the progress bar. It counts the spheres shot by player too. About scarabs: This determines the exact amount of spheres per one train. In the game, the default is 30 for every level. The maximum value is around 400-500. Higher numbers will cause a crash. This determines the speed at which the spheres enter the track. 800.0 is the default for 1-1 levels and 400.0 is default for 2-2 levels (however, you can set those values as you prefer). Spheres will move at this speed as long as they are within the "midStartDistance" of the track (for example, if " midStartDistance_1 = 0.2 " spheres will move at viseMaxSpeed for the first 20% of the whole track). This determines the regular speed of scarabs. For example: 100.0 is the speed of scarabs in Uraeus Nefertari 1-1. 50.0 is the default speed for 2-2 levels. Scarabs start to move at this speed when they're further than midStartDistance. This determines the speed of scarabs at the very gate of the pyramid. Spheres will gradually gain this speed value after they're further than " midEndDistance " (for example, if " midEndDistance_1 = 0.6 ", spheres will gradually change their speed from "viseMidMinSpeed" to "viseMinSpeed" after they're through 60% of the whole track). If "viseMidMinSpeed" is equal to "viseMinSpeed", spheres will not lose speed when entering the danger zone. If " viseMinSpeed = 0.0 " spheres will never enter the pyramid. They will stop at the very entrance to the pyramid (unless the player pushes them by shooting spheres). This determines speed relations between parts of the track (to remind you, the track consists of the parts of variable size: 1. The entering part, where scarabs usually move very fast; 2. The middle part, when scarabs move at their regular speed; 3. The danger zone, when scarabs usually slow down). The code above determines how fast the spheres will change their speeds. The defaults are as above and they are the same for each level in the game. This isn't very important, so it's best to leave that part unchanged. This determines when will the next train of spheres be spawned, judging by how far the last sphere in the train that is already ingame has travelled. In the example above, the next train of spheres will be spawned when the last sphere ventured past 50% of the whole track. If you set this value at 0.99, no new trains will be spawned until the one that is currently ingame has been destroyed. This determines the part of the track at which spheres will move at the viseMaxSpeed as discussed above. This determines when spheres start to lose the viseMidMinSpeed in favor to the viseMinSpeed (as discussed above). These values can be set individually for each track, if the map has more than one (unfortunately, more than two tracks will cause a crash). And now, for the more exciting part: Editing paths!!! I've found a way to edit the paths in one cool way. Let's open a path.obj file. Scroll past the vertex list (vertexes shouldn't be changed until we have enough knowlegde; modifying them at this point will cause nothing more than a crash of the game) until you see: Below it, you will see a string of random numbers. The trick is, when you rewrite the whole string of numbers in reversed order, the track in the game will also appear reversed! You must be careful, as the numbers should be in the exact same order but backwards, otherwise it will break the path. Furthermore, the string of numbers usually (probably always) starts with the letter "f" which should stay in the beginning. Now that's cool, ain't it? Have fun!
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 6, 2016 15:25:42 GMT
Gems C'mon! Every single level needs gems. This is also useful for cheaters. Find this piece of long code: Self-explanatory. 1 is the least points and 15 is the most points. Win conditions Self-explanatory. Useful for cheaters. Find this piece of code: Scarab-related things (In the game files, they are called Vizes.)
Extra info on the topic: If you type "false" for every gem, the first gem would still be spawned despite the "false" value. If you type "false" for every powerup, the "reverse" powerup will be spawned anyways (this annoyed me, because I had an idea for a level with no powerups ) WinCondition determines the exact amount of spheres to be eliminated in order to fill the progress bar. It counts the spheres shot by player too. About scarabs: This determines the exact amount of spheres per one train. In the game, the default is 30 for every level. The maximum value is around 400-500. Higher numbers will cause a crash. This determines the speed at which the spheres enter the track. 800.0 is the default for 1-1 levels and 400.0 is default for 2-2 levels (however, you can set those values as you prefer). Spheres will move at this speed as long as they are within the "midStartDistance" of the track (for example, if " midStartDistance_1 = 0.2 " spheres will move at viseMaxSpeed for the first 20% of the whole track). This determines the regular speed of scarabs. For example: 100.0 is the speed of scarabs in Uraeus Nefertari 1-1. 50.0 is the default speed for 2-2 levels. Scarabs start to move at this speed when they're further than midStartDistance. This determines the speed of scarabs at the very gate of the pyramid. Spheres will gradually gain this speed value after they're further than " midEndDistance " (for example, if " midEndDistance_1 = 0.6 ", spheres will gradually change their speed from "viseMidMinSpeed" to "viseMinSpeed" after they're through 60% of the whole track). If "viseMidMinSpeed" is equal to "viseMinSpeed", spheres will not lose speed when entering the danger zone. If " viseMinSpeed = 0.0 " spheres will never enter the pyramid. They will stop at the very entrance to the pyramid (unless the player pushes them by shooting spheres). This determines speed relations between parts of the track (to remind you, the track consists of the parts of variable size: 1. The entering part, where scarabs usually move very fast; 2. The middle part, when scarabs move at their regular speed; 3. The danger zone, when scarabs usually slow down). The code above determines how fast the spheres will change their speeds. The defaults are as above and they are the same for each level in the game. This isn't very important, so it's best to leave that part unchanged. This determines when will the next train of spheres be spawned, judging by how far the last sphere in the train that is already ingame has travelled. In the example above, the next train of spheres will be spawned when the last sphere ventured past 50% of the whole track. If you set this value at 0.99, no new trains will be spawned until the one that is currently ingame has been destroyed. This determines the part of the track at which spheres will move at the viseMaxSpeed as discussed above. This determines when spheres start to lose the viseMidMinSpeed in favor to the viseMinSpeed (as discussed above). These values can be set individually for each track, if the map has more than one (unfortunately, more than two tracks will cause a crash). And now, for the more exciting part: Editing paths!!! I've found a way to edit the paths in one cool way. Let's open a path.obj file. Scroll past the vertex list (vertexes shouldn't be changed until we have enough knowlegde; modifying them at this point will cause nothing more than a crash of the game) until you see: Below it, you will see a string of random numbers. The trick is, when you rewrite the whole string of numbers in reversed order, the track in the game will also appear reversed! You must be careful, as the numbers should be in the exact same order but backwards, otherwise it will break the path. Furthermore, the string of numbers usually (probably always) starts with the letter "f" which should stay in the beginning. Now that's cool, ain't it? Have fun! A M A Z I N G A S M O D D Y A Z M ! ! !
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Post by Elder God of Salt on Apr 6, 2016 16:23:45 GMT
Thanks! WE ARE THE MODDING OVERLORDS nah jk
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 8, 2016 12:13:26 GMT
It does not work!!! Luxor in my computer is smart enough to think that the folder is not the data.mjz file! The folder with extracted game files should be named "data" and it should be in the base game folder, not in the data folder (to make myself clear, it should be something like this: C:\Program Files\Luxor\data Not this: C:\Program Files\Luxor\data\data In my case, it works in Luxor, Luxor AR and Luxor 2. I tried that and it does now work C:\Program Files\Luxor 2\data nor C:\Program Files\Luxor 2\(levels, maps, etc.) NOTE: This was installed by www.2baksa.net.
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Bobik
O
RedHead FTW
GURU MEDITATION
Gems: 999
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Post by Bobik on Apr 9, 2016 16:24:27 GMT
I think "spawnStreak" in level files determines how much the spheres will be messed up. High value causes more like-colored groups to appear, while low value makes the colors more messed up.
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 10, 2016 3:19:33 GMT
I think "spawnStreak" in level files determines how much the spheres will be messed up. High value causes more like-colored groups to appear, while low value makes the colors more messed up. I put it there and it does not work! I have to go with reimporting again!
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Bobik
O
RedHead FTW
GURU MEDITATION
Gems: 999
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Post by Bobik on Apr 13, 2016 9:24:29 GMT
I think "spawnStreak" in level files determines how much the spheres will be messed up. High value causes more like-colored groups to appear, while low value makes the colors more messed up. I put it there and it does not work! I have to go with reimporting again! WHAT? You must've done something wrong
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 13, 2016 11:07:45 GMT
I put it there and it does not work! I have to go with reimporting again! WHAT? You must've done something wrong Look! C:\Program Files (x86)\Luxor 2\ dataDoes not work C:\Program Files (x86)\Luxor 2\ (levels, bitmaps, etc)Still does not work.
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Bobik
O
RedHead FTW
GURU MEDITATION
Gems: 999
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Post by Bobik on Apr 13, 2016 14:29:09 GMT
EDITING MAP.UIEvery map needs its map.ui file. This file is located in map's folder and it contains specs of the given map. Here I will explain what information is there and how to change it. Each map.ui starts with: Level = uiGameLevel { X = 0 Y = 0 Sprite = data\maps\claw\background.spr Depth = GameBackground This determines where the game will search for a background image. X and Y should stay at zero. The background image should be 800 pixels wide and 600 pixels high. Afterwards, we can see: MapName = "CLAW" This tells the name of a level. Note: this name will only be displayed on the intro banner when starting a level. If you want to change displayed name in the menu view, you need to rename the whole folder. Then, we have: // Load the sprites GLSprite = 315 261 GameBackgroundSprites data\maps\Claw\tunnel_3.spr GLSprite = 728 353 GamePieceHShadow data\sprites\game\pyramid_shadow.spr GLSprite = 728 353 GameBackgroundSprites data\sprites\game\pyramid_left.spr GLSprite = 3 353 GamePieceHShadow data\sprites\game\pyramid_shadow.spr GLSprite = 3 353 GameBackgroundSprites data\sprites\game\spawner_right.spr This tells which sprites to load and where to position them. A sprite can be a tunnel or a pyramid. The first number determines X position, the second number is for the Y position. Then, sprites /depth/ is determined. Generally, you should use GameBackgroundSprites for things that cover spheres (tunnels/pyramids) and GamePieceHShadow for adding a shadow of an element (by default, only applicable for pyramids). Then, you need to determine where the game will look for the sprite (a sprite is a file with .spr extension which contains information about sprite's size and graphics used). If everything is ok, the sprite appears in the game. Next stop is: // Load the paths used Path = data\maps\claw\path.obj This one is simple: it tells the game where to search for a path, which will be used in the map. A map can have more than one path. Next, we can see: // Define special graph nodes FinalizeGraph I'm not sure what this piece of code does exactly, but it appears in all map.ui files, so it's probably necessary. And finally, we have: // Setup the Node Flags Node = 0 0 HIDDEN Node = 0 49 HIDDEN Node = 0 50 HIDDEN Node = 0 51 HIDDEN Node = 0 52 HIDDEN Node = 0 53 HIDDEN Node = 0 54 HIDDEN Node = 0 62 HIDDEN Node = 0 63 HIDDEN } This determines which parts of the track are hidden. Paths consist of nodes; the amount of them can be viewed in the path file in the field vertices (usually a path has around one hundred nodes). There's no way to check which node refers to which part of the track, trial and error method has to be used here. If you want to remove all hidden nodes, just remove everything from this list. I hope this was helpful to some
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剣と盾
O
Royal Advisor
Why are you reading this? Go to the new forum.
Gems: 3,028
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Post by 剣と盾 on Apr 16, 2016 23:57:31 GMT
How to edit levels *NOT PATHS SADLY* Long Reply Warning!Level names Most of you be like, "I want to change Uraeus Nefertari or any other level's name!" Simple. Open the level's map.ui (which is in maps folder > level folder) with Notepad and search for this:
Change the name and you're done! Warning: Do not try to edit .lvl files on the name part! Even if you type the same name and modified map.ui, it will show you a black unplayable screen. DON'T DO IT. Spawn ball colors
Useful for cheaters. You will see pieces of code that are like this: If you just select one color, you just activated the infamous single color cheat from ZumaDeluxe, but in Luxor! If you are confused with the colors, here you go: I don't know about Spawn Streak. Powerups If you want just one or two powerups in a level, find this piece of code. Also useful for cheaters. Self-explanatory. Gems C'mon! Every single level needs gems. This is also useful for cheaters. Find this piece of long code: Self-explanatory. 1 is the least points and 15 is the most points. Win conditions Self-explanatory. Useful for cheaters. Find this piece of code: Scarab-related things (In the game files, they are called Vizes.)
I know how to edit the level name (by editing map.ui), but where do i edit the scarab speeds, powerups, etc?
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 17, 2016 3:07:53 GMT
How to edit levels *NOT PATHS SADLY* Long Reply Warning!Level names Most of you be like, "I want to change Uraeus Nefertari or any other level's name!" Simple. Open the level's map.ui (which is in maps folder > level folder) with Notepad and search for this:
Change the name and you're done! Warning: Do not try to edit .lvl files on the name part! Even if you type the same name and modified map.ui, it will show you a black unplayable screen. DON'T DO IT. Spawn ball colors
Useful for cheaters. You will see pieces of code that are like this: If you just select one color, you just activated the infamous single color cheat from ZumaDeluxe, but in Luxor! If you are confused with the colors, here you go: I don't know about Spawn Streak. Powerups If you want just one or two powerups in a level, find this piece of code. Also useful for cheaters. Self-explanatory. Gems C'mon! Every single level needs gems. This is also useful for cheaters. Find this piece of long code: Self-explanatory. 1 is the least points and 15 is the most points. Win conditions Self-explanatory. Useful for cheaters. Find this piece of code: Scarab-related things (In the game files, they are called Vizes.)
I know how to edit the level name (by editing map.ui), but where do i edit the scarab speeds, powerups, etc? It's in the levels folder. Double click in the .lvl file.
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Post by Elder God of Salt on Apr 17, 2016 3:11:41 GMT
So, when I edited 1-1, 4-1, 7-1 and 10-1, i changed the map name to the same. However it didn't work. Still fudging black.
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 17, 2016 3:18:24 GMT
So, when I edited 1-1, 4-1, 7-1 and 10-1, i changed the map name to the same. However it didn't work. Still fudging black. One part you did not notice: DESTINATIONS!!! data\maps\UraeusNefertari\map.jpginto data\maps\(YourMapName)\map.jpgDo that for all maps! The destinations are in the background.spr, map.ui, and tunnels.spr
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Post by Elder God of Salt on Apr 17, 2016 3:24:15 GMT
So, when I edited 1-1, 4-1, 7-1 and 10-1, i changed the map name to the same. However it didn't work. Still fudging black. One part you did not notice: DESTINATIONS!!! data\maps\UraeusNefertari\map.jpginto data\maps\(YourMapName)\map.jpgDo that for all maps! The destinations are in the background.spr, map.ui, and tunnels.spr HOW DID I FORGET THAT!!
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Apr 17, 2016 3:27:15 GMT
One part you did not notice: DESTINATIONS!!! data\maps\UraeusNefertari\map.jpginto data\maps\(YourMapName)\map.jpgDo that for all maps! The destinations are in the background.spr, map.ui, and tunnels.spr HOW DID I FORGET THAT!!That image is so funny!!!
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