Domi2005
Lvl 43 Hunter of Gems
#ActiveOnDiscord
Gems: 833
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Post by Domi2005 on Jul 6, 2016 17:58:56 GMT
I just started a Luxor AR mod called New Luxor Amun Rising. (I might change the name) The first level is Die Khufu Die, but the path is in reverse. However, when the balls reach the top row, which has the pyramid now, there's a shadow problem AND the balls that have this shadow bug, can't be destroyed, so it can make the level VERY hard, in fact, psyhically impossible without reverse powerup, but that may doesn't help either. What could be the solution? It would be pretty important. Goto data/maps/DieKhufuDie and open map.ui. Within the file, remove the line(s) which say "Node X X HIDDEN". Thanks. I already renamed it to Khufu's Second Revenge, BTW.
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Jul 16, 2016 20:49:18 GMT
Is good stuff !
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Maxalien12
Lvl 33 Hunter of Gems
I'm here lel
Gems: 568
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Post by Maxalien12 on Aug 20, 2016 21:11:27 GMT
What about font editing?
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Aug 31, 2016 14:58:13 GMT
I tested change the background level of Die Khufu Die and is not working?
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Bobik
O
RedHead FTW
GURU MEDITATION
Gems: 999
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Post by Bobik on Oct 1, 2016 19:03:29 GMT
Hey people, I've found out something really important, something that solves possibly all problems with non-working map names and proves that extreme attention to detail is required when working with codes. What is it? Here, take a look. What is the difference between the first and the second line? And now, why the second line wouldn't work? The reason is... WRONG TYPE OF QUOTATION MARKS. I discovered that by luck when browsing through Not Another Luxor's maps. Usage of the right type of quotation marks fixes the problem of map names not showing up in the intro screen. Remember, use this: not this: nor any other type of quotation mark in map.ui file and your level names will work brilliantly. It's a little, yet grand change, as it turns out! That's all, have fun modding and sphere matching
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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 Oct 1, 2016 22:09:26 GMT
Hey people, I've found out something really important, something that solves possibly all problems with non-working map names and proves that extreme attention to detail is required when working with codes. What is it? Here, take a look. What is the difference between the first and the second line? And now, why the second line wouldn't work? The reason is... WRONG TYPE OF QUOTATION MARKS. I discovered that by luck when browsing through Not Another Luxor's maps. Usage of the right type of quotation marks fixes the problem of map names not showing up in the intro screen. Remember, use this: not this: nor any other type of quotation mark in map.ui file and your level names will work brilliantly. It's a little, yet grand change, as it turns out! That's all, have fun modding and sphere matching Had I known that... but my Mac locks the keyboard to this: “ and ONLY this: “ No wonder it's stuck like that lol. And that explains 90% of the crashes I encountered with modding...
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Nov 26, 2016 8:49:34 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 As Understood. We missed that before.
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Post by LuxorGameSeries on Dec 11, 2016 5:03:01 GMT
This thread is for discussions about modding games of the Luxor series. I'll start with the instructions on how to get access to the game files: You will need to download QuickBMS from this site: aluigi.altervista.org/quickbms.htm To make it work, you will need a correct script. It can be downloaded here: hl.altervista.org/split.php?http://aluigi.altervista.org/bms/mumbojumbo.bmsSave the text in the script as "script.txt" (regular text file) Run QuickBMS. It will ask you for a script, select the file "script.txt" The program will then ask for a file to extract. Go to your Luxor game folder and select the "data.mjz" file. Depending on the game, this file may be located directly in the game folder or in the "data" subfolder. It works for all Luxor games, besides Luxor 3, Luxor QFTA and Luxor Fifth Passage. Finally, the program will ask you for an output folder. Select the game folder. If the program asks to merge folders "data", click yes. Wait a while, the program will extract files. After the files are extracted, go to the game folder and the subfolder "data". All gamedata will appear here. Now you should rename the "data.mjz" file (from which you extracted the gamedata) to anything else, e.g. "data2.mjz". This will prevent the game from opening this file while loading and the game will load the extracted files instead. Last important step: Make a backup copy of the whole game folder. In case your modding goes wrong, you can always copy original files to fix problems. You can now start to dig with the game files and create mods. More on that coming soon Tried using QuickBMS. However, it shows "Qt: Untested Windows version 10.0 detected!" Also, I am unable to open the file (unable to save rename the file because of the quotation marks being unrecognizable). Does the extracted files have higher resolution? Any idea on how to extract Luxor 3, Luxor QFTA, Luxor Fifth Passage and Luxor Evolved files (even though I am capturing screenshots of all levels from those games)?
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Dec 12, 2016 7:28:09 GMT
This thread is for discussions about modding games of the Luxor series. I'll start with the instructions on how to get access to the game files: You will need to download QuickBMS from this site: aluigi.altervista.org/quickbms.htm To make it work, you will need a correct script. It can be downloaded here: hl.altervista.org/split.php?http://aluigi.altervista.org/bms/mumbojumbo.bmsSave the text in the script as "script.txt" (regular text file) Run QuickBMS. It will ask you for a script, select the file "script.txt" The program will then ask for a file to extract. Go to your Luxor game folder and select the "data.mjz" file. Depending on the game, this file may be located directly in the game folder or in the "data" subfolder. It works for all Luxor games, besides Luxor 3, Luxor QFTA and Luxor Fifth Passage. Finally, the program will ask you for an output folder. Select the game folder. If the program asks to merge folders "data", click yes. Wait a while, the program will extract files. After the files are extracted, go to the game folder and the subfolder "data". All gamedata will appear here. Now you should rename the "data.mjz" file (from which you extracted the gamedata) to anything else, e.g. "data2.mjz". This will prevent the game from opening this file while loading and the game will load the extracted files instead. Last important step: Make a backup copy of the whole game folder. In case your modding goes wrong, you can always copy original files to fix problems. You can now start to dig with the game files and create mods. More on that coming soon Tried using QuickBMS. However, it shows "Qt: Untested Windows version 10.0 detected!" Also, I am unable to open the file (unable to save rename the file because of the quotation marks being unrecognizable). Does the extracted files have higher resolution? Any idea on how to extract Luxor 3, Luxor QFTA, Luxor Fifth Passage and Luxor Evolved files (even though I am capturing screenshots of all levels from those games)? I have the extracted file but I can't open data.mjz !
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Post by disgracefulguy666 on Jan 15, 2017 9:30:44 GMT
I'm so afraid for modding luxor FAILED, for paths.
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Domi2005
Lvl 43 Hunter of Gems
#ActiveOnDiscord
Gems: 833
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Post by Domi2005 on Jan 15, 2017 10:28:45 GMT
I'm so afraid for modding luxor FAILED, for paths. You shouldn't be afraid of modding. If you make a copy of the game, you can restore everything. And we will probably not get any copyright notice, since our mods are free.
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cuteio14
Lvl 60 Gem Clerk
reeeeeeee
Gems: 1,315
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Post by cuteio14 on Jan 15, 2017 11:05:22 GMT
I'm so afraid for modding luxor FAILED, for paths. You shouldn't be afraid of modding. If you make a copy of the game, you can restore everything. And we will probably not get any copyright notice, since our mods are free. Once I had Luxor Angry Birds Alpha v1.0 and 1.1, I had the program in it and copyright striked me.
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Domi2005
Lvl 43 Hunter of Gems
#ActiveOnDiscord
Gems: 833
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Post by Domi2005 on Jan 15, 2017 11:15:22 GMT
You shouldn't be afraid of modding. If you make a copy of the game, you can restore everything. And we will probably not get any copyright notice, since our mods are free. Once I had Luxor Angry Birds Alpha v1.0 and 1.1, I had the program in it and copyright striked me. Oh. I didn't knew that.
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Domi2005
Lvl 43 Hunter of Gems
#ActiveOnDiscord
Gems: 833
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Post by Domi2005 on Jan 15, 2017 11:16:21 GMT
I'm so afraid for modding luxor FAILED, for paths. When publishing the mod, be sure to NOT include the executable and other unmodified stuff. This will prevent any copyright strikes. When you publish mod, include only the modified data.
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Seigneur Des Dragons852
Lvl 200+ Gold Legend
They will come , and when they'll come nothing will be left
Gems: 3,743
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Post by Seigneur Des Dragons852 on Jan 15, 2017 12:04:30 GMT
I can't mod Luxor .
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