RayTwol ~ Rayman 2 level editor (1.0 release)

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Master
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Master »

Ah, so we can fiddle about with object locations now, nice progress indeed. I should download R2 again, I'm keen to check this out.
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

Ambidextroid wrote:Sweet! How much progress have you made with editing world geometry?
Unfortunately, that's something that has proven very difficult. It's easy to find and modify individual vertices by hand, but Szymski's method involves pointers, which I myself have little experience with. He would need to be the one to provide more information. Then there's collision data, which has not been extracted yet.

Modelling new geometry may be impossible altogether as it requires generating new relocation tables.

The reason I was able to easily save changes to entity coordinates was because I directly scanned the level files for certain patterns to find where each object and its properties are stored in code. I then store those offsets so I can save over them at any time.
Ambidextroid
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Ambidextroid »

Ah well, you've still made great progress anyhow. Good luck on any further updates!
Adsolution
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

Well, I've expanded my engine to incorporate OpenGL, because I don't want to waste everyone's time trying to work out a back-end to no one's benefit except my own. :P Now I've got texture rendering, with work-in-progress transparency sorting:

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Last edited by Adsolution on Wed Dec 07, 2016 11:01 pm, edited 3 times in total.
RayCarrot
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Re: RayTwol - Rayman 2 level editor [Download]

Post by RayCarrot »

Nice job!
I'm surprised to see that the end part of The Hall of Doors is part of the same map as the rest of the map. I always thought the black screen before selecting The Prison Ship was there to load that part of the map. I guess it's just to show that Rayman's now up on the ship rather than down on the ground.
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Re: RayTwol - Rayman 2 level editor [Download]

Post by PluMGMK »

Loading screens are loading screens, my friend.
Obviously I'm blown away by this! For some reason I find it strange that the rising ghosts in COBD are world geometry.
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Master »

Very interesting to see how CoBD isn't blue, didn't someone theorise that CoBD reused textures from other levels?
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

PluMGMK wrote:For some reason I find it strange that the rising ghosts in COBD are world geometry.
Yeah their UVs just scroll.
Master wrote:Very interesting to see how CoBD isn't blue, didn't someone theorise that CoBD reused textures from other levels?
It does indeed; a lot of them are shared in Stone and Fire.

The reason they aren't blue is because the game uses vertex colours for lighting on the world geometry, it's not all just texture work. In these screenshots, I actually randomised the brightness of each vertex slightly to give the illusion of lighting (hence why the Water and Ice screenshot actually looks kind of weird near the beginning), and it looks surprisingly nice. Compare these two:

Random vertex brightness:
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Uniform vertex brightness:
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Unfortunately we haven't managed to rip vertex colours straight from the game yet, though once we do, the levels should look exactly as they do in-game. :mryellow:
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Re: RayTwol - Rayman 2 level editor [Download]

Post by PluMGMK »

Well we knew CoBD used the same textures as TSoSaF, because no other textures exist in the files! :P
I remember thinking that the orange colour of the turning platforms was an unintentional side-effect of dynamic geometry being unable to receive the blue light properly. (But I guess that's actually nonsense since the door shaped like Jano's head is also dynamic and it is tinted blue like the rest of the level.)
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Ambidextroid »

I find that screenshot of the hall of doors with all those cut up textures at the top kind of disturbing for some reason
Master
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Master »

Hmm, do you think it'd be possible to modify the colouring, I've been wondering if it'd be possible to recreate the Revolution aesthetic for the Cave.
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Haruka »

Amazing progress! This could be so useful to check out better some areas not possible in normal gameplay. :D
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Re: RayTwol - Rayman 2 level editor [Download]

Post by RayCarrot »

Haruka wrote:This could be so useful to check out better some areas not possible in normal gameplay. :D
You could already do that with moonjumping before. I made a few videos of it a while ago: https://youtu.be/kP3vr1VJ0pk?list=PLRF8 ... PXDDFPWtpd
Of course I was limited to the playable levels, so you can't view cutscene specific maps like the place where you meet Polokus etc. Though the in-level cutscenes works fine since they're outside the normal map.

I'm still looking forward to actually being able to edit the levels though!
incognito
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Re: RayTwol - Rayman 2 level editor [Download]

Post by incognito »

Woah, it just looks like my childhood's dream.
But correct me if I'm wrong, now you can expand the levels or create new ones ?
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

Master wrote:Hmm, do you think it'd be possible to modify the colouring, I've been wondering if it'd be possible to recreate the Revolution aesthetic for the Cave.
That goes under the same category of geometry editing, which as said before, is very uncertain.
incognito wrote:Woah, it just looks like my childhood's dream.
But correct me if I'm wrong, now you can expand the levels or create new ones ?
Not yet. At the moment, the only thing you can do is move around objects that are already in the map.
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Re: RayTwol - Rayman 2 level editor [Download]

Post by RayCarrot »

Are there any plans to release the current build yet?
Adsolution
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

I want to first re-implement viewport selection of entities with the mouse, as well implement click-and-drag action for the axes to allow for non-painstaking entity movement.

Features planned for the release after that are to have it be able to hook onto Rayman 2 itself and display Rayman inside of RayTwol, allow you to click and drag him like you would any other entity, have the in-game camera sync up with RayTwol's and vice-versa, and allow real-time updating of entity locations in the game when they're moved in RayTwol.
incognito
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Re: RayTwol - Rayman 2 level editor [Download]

Post by incognito »

Why not taking it to GitHub ?
Adsolution
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Adsolution »

I'm a little bit more protective over my work than some other people here, but I likely will in a bit. I want to get it to the point where it does most of the things I want it to be able to first.
Master
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Re: RayTwol - Rayman 2 level editor [Download]

Post by Master »

Adsolution wrote:
Master wrote:Hmm, do you think it'd be possible to modify the colouring, I've been wondering if it'd be possible to recreate the Revolution aesthetic for the Cave.
That goes under the same category of geometry editing, which as said before, is very uncertain.
Ah, makes sense, here's hoping. Still, there's plenty to look at with what you've achieved this far, I'm particularly looking forward to messing around in the hall, I've been wandering what would happen if you could mess about with the spiral doors there.
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