Shrooblord wrote:And I remember you mentioning something about Robo-Pirate spawn locations being inaccessible. Is there any light you can shine on this? What do you think makes these locations so hard to determine/manipulate from/in the SNA files?
I have no idea really. There are multiple files comprising each level, and I've only explored the GPT and SNA files (the former in very little depth, but I know they contain information regarding animation/sub-model stuff).
As for object rotations which you asked about earlier and I forgot to respond to, I'm not sure how I would go about modifying those, since there is no rotation stored where the positions are. I don't think most objects even have an orientation to begin with, because if you think about it, it never matters on an interactive level in Rayman 2, and visually, the models are re-defined every time said objects appear elsewhere in the file, possibly with the model's default rotation already baked into the vertices.
Ambidextroid wrote:RayMapper?
Come on, that's such a bland name.
Hunchman801 wrote:I was thinking of something that would emphasize the fact that it's a new mapper but I can only think of terribly edgy names.
I'm considering sticking with RayTwol, despite it no longer even being Rayman 2-exclusive. Not the most accurate marketing strategy, but I think the logo looks real sweet, even here:
(many overlaying elements show off transparent effect1wow hah)
Though anyone is still free to convince me otherwise if they have any strong feelings on the topic.