I did it! I did understand the path algorithm
May 2, 2016 7:24:50 GMT
剣と盾, cuteio14, and 5 more like this
Post by Bobik on May 2, 2016 7:24:50 GMT
Understanding the path files of the Luxor games.
I'm glad to present you a fully functional way to create new paths for the Luxor games - no specialistic software needed, just a basic graphics editor and Notepad. Before you read this, make sure you know how to unpack MJZ files and you know basic rules of modding Luxor (all information on that topic can be found here and here). So, every path file ("path.obj") starts like this:
####
#
# OBJ File Generated by LightWave3D
# LightWave3D OBJ Export v2.2+
#
####
# Object: path_01.lwo
#
# Vertices: 51
# Points: 0
# Lines: 0
# Faces: 1
# Materials: 1
#
####
o path_01.lwo
#
# OBJ File Generated by LightWave3D
# LightWave3D OBJ Export v2.2+
#
####
# Object: path_01.lwo
#
# Vertices: 51
# Points: 0
# Lines: 0
# Faces: 1
# Materials: 1
#
####
o path_01.lwo
This is the part where you don't change anything (except for the vertices amount, about that later).
Below you can see Vertex list, which goes, for example, like this:
v 260 -154 0
v 260 -234 0
v 249.647 -232.637 0
v 240 -228.641 0
v 231.716 -222.284 0
v 225.359 -214 0
v 221.363 -204.353 0
v 220 -194 0
v 221.363 -183.647 0
v 225.359 -174 0
v 231.716 -165.716 0
v 240 -159.359 0
v 249.647 -155.363 0
v 530 -240 0
v 540.353 -241.363 0
v 550 -245.359 0
v 558.284 -251.716 0
v 564.641 -260 0
v 568.637 -269.647 0
v 570 -280 0
v 568.637 -290.353 0
v 564.641 -300 0
v 558.284 -308.284 0
v 550 -314.641 0
v 540.353 -318.637 0
v 530 -320 0
v 182 -320 0
v 171.647 -318.637 0
v 162 -314.641 0
v 153.716 -308.284 0
v 147.359 -300 0
v 143.363 -290.353 0
v 156 -104 0
v 592 -154 0
v 602.353 -155.363 0
v 612 -159.359 0
v 620.284 -165.716 0
v 626.641 -174 0
v 630.637 -183.647 0
v 632 -194 0
v 632 -354 0
v 630.637 -364.353 0
v 626.641 -374 0
v 620.284 -382.284 0
v 612 -388.641 0
v 602.353 -392.637 0
v 38 -394 0
v 142 -280 0
v 162 -54 0
v 592 -394 0
v 85.2 -394 0
v 260 -234 0
v 249.647 -232.637 0
v 240 -228.641 0
v 231.716 -222.284 0
v 225.359 -214 0
v 221.363 -204.353 0
v 220 -194 0
v 221.363 -183.647 0
v 225.359 -174 0
v 231.716 -165.716 0
v 240 -159.359 0
v 249.647 -155.363 0
v 530 -240 0
v 540.353 -241.363 0
v 550 -245.359 0
v 558.284 -251.716 0
v 564.641 -260 0
v 568.637 -269.647 0
v 570 -280 0
v 568.637 -290.353 0
v 564.641 -300 0
v 558.284 -308.284 0
v 550 -314.641 0
v 540.353 -318.637 0
v 530 -320 0
v 182 -320 0
v 171.647 -318.637 0
v 162 -314.641 0
v 153.716 -308.284 0
v 147.359 -300 0
v 143.363 -290.353 0
v 156 -104 0
v 592 -154 0
v 602.353 -155.363 0
v 612 -159.359 0
v 620.284 -165.716 0
v 626.641 -174 0
v 630.637 -183.647 0
v 632 -194 0
v 632 -354 0
v 630.637 -364.353 0
v 626.641 -374 0
v 620.284 -382.284 0
v 612 -388.641 0
v 602.353 -392.637 0
v 38 -394 0
v 142 -280 0
v 162 -54 0
v 592 -394 0
v 85.2 -394 0
At first it seems like a random bunch of numbers. But, in fact, there is logic to it. Open a graphics editor (preferably GIMP or other good program, but Microsoft Paint will do too). Create a new image sized 800 pixels per 600 pixels. Now, let's look at the first vertex from the list above:
v 260 -154 0
Go to your graphics program, select pencil tool and find the pixel which has the X position = 260 and the Y position = 154. Ignore the minus and the zero at the end of the vertex. Also, ignore all numbers after a comma, if any.
Now, if you were to do this with every vertex that is on the list, this would be your result:
Every vertex point has been marked on this image (some are a bit missplaced, don't mind that). If you were to connect the dots, you would get the path of the level "Circulator":
That's cool! But how does the game know which vertex the spheres should go to next? This is when the Point/Line/Face list becomes necessary. At the bottom of the path file you should see a string of numbers, similar to the one below:
usemtl Default
f 47 51 50 46 45 44 43 42 41 40 39 38 37 36 35 34 1 13 12 11 10 9 8 7 6 5 4 3 2 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 48 33 49
This presents the progression between vertices. According to this list, spheres will start at the vertex number 47, then go to vertex number 51 and so on, until they get to the pyramid located in the vertex number 49. Vertices are ordered in the list above (first vertex on the list has the number 1 and so on). All vertices need to be used and each vertex may be used only once (otherwise the game will crash). Furthermore, it is required to specify the total amount of vertices and type it in appropriate place in the beginning of the file (for example, the current path has 51 vertices).
So, creating custom paths is quite not that hard. In your graphics editing software, create new image with the dimensions 800x600 pixels. Now draw several pixels, so that they would form a path for spheres, if connected. For example, I drew this:
Then, I opened a path.obj file of a level and I modified it this way:
####
#
# OBJ File Generated by LightWave3D
# LightWave3D OBJ Export v2.2
#
####
# Object: paths.lwo
#
# Vertices: 6
# Points: 0
# Lines: 0
# Faces: 1
# Materials: 1
#
####
o paths.lwo
# Vertex list
v 8 -84 0
v 104 -133 0
v 148 -306 0
v 360 -294 0
v 648 -454 0
v 657 -82 0
# Face list
usemtl Default
f 6 5 4 3 2 1
# End of file
#
# OBJ File Generated by LightWave3D
# LightWave3D OBJ Export v2.2
#
####
# Object: paths.lwo
#
# Vertices: 6
# Points: 0
# Lines: 0
# Faces: 1
# Materials: 1
#
####
o paths.lwo
# Vertex list
v 8 -84 0
v 104 -133 0
v 148 -306 0
v 360 -294 0
v 648 -454 0
v 657 -82 0
# Face list
usemtl Default
f 6 5 4 3 2 1
# End of file
My path has 6 vertices, so I typed that number in "Vertices". Then I specified the X and Y positions of the points that I just drew. Under "Face list" I started with the letter "f" (it needs to start with this letter) and the I typed the numbers from 1 to 6 in reverse order, so that the spheres will follow a reversed track. That's about it. Time to run the game and see the result. This is how it worked out:
Although the path has changed, the level is fully playable. So from now you can create your very own paths for Luxor and use them in your mods. Have fun
EDIT: If you made your own paths and you would like to share them, please do that in this tread: spherematchers.proboards.com/thread/196/luxor-map-database
EDIT2: A path maker program has been created by konisbored! Check it out here: N.O.D.E. Path Editor.