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Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Nov 18, 2019 9:41 am
by RayCarrot
I've uploaded the files from my installation here: https://drive.google.com/open?id=1D3fPZ ... -k-5bUQaZm
You can replace the download link in the first post with this as it includes all needed files.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Mon Nov 18, 2019 10:54 am
by Steo
I've updated the link, thanks. :)

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Tue Nov 19, 2019 1:28 am
by deton24
"Something went wrong during setup. Press OK to try again"

I pressed cancel and the program showed up.

Well. Now I can further explore Rayman 2 maps like in Raymap online :D
At least I don't have to wait for the files to download...
But Droolie's tool has implemented proper lighting.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Tue Nov 19, 2019 8:39 am
by PluMGMK
You know you can download Unity and run a checked-out copy of Raymap locally, right?

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Wed Nov 20, 2019 5:40 pm
by gamerz31w
I tried to export Glade of Dreams second level map of Rayman 2 The Great Escape in Unity to 3DS Max(Adsolution is usually using this software)(I'm usually using Blender)so I got some error that occured something like it can't find some files of ascii .ase plugin for 3DS Max 2009. Anyway generally speaking does anysone,someone here ever used old Unreal Editor 1 before?

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Thu Dec 05, 2019 10:32 pm
by U2B
Hi guys, I just looked on raym.app site, then in the Raymap code on github. I think, since in the Raymap you are able to preview entities, trigger animations, setting playback speed etc., I played around a bit with it and I was able to export given frame of animation using Ninja Ripper. I'll dig deeper as I get editor working locally on my machine, then I try to modify it so that I can export currently visible geometry in each frame of animation (I mean Rayman 3 for now, for instance, but this could be any entity that you are able to trigger states on), then one could combine such captured geometries into individual animation clips, without using armature, but something like key shapes, or custom vertices interpolation mechanism between shapes (plus additional UV maps correction for each captured geometry, textures etc. all that kind of stuff). I can isolate Rayman from the rest of the scene geometry by moving him far far away from the scene, thus the only geometry being captured by the Ninja Ripper is the Rayman himself. But I think that this stuff implemented in the editor will be simpler to obtain.

What I mean basically is this


And here is one frame of running animation, done hard way to prove the concept
Image

My question is, would it be difficult or time consuming to implement it as a feature in the editor to rip entity animations, or I need to dig into the editor myself with no help? xd

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Fri Dec 06, 2019 7:52 pm
by Droolie
U2B wrote: Thu Dec 05, 2019 10:32 pmMy question is, would it be difficult or time consuming to implement it as a feature in the editor to rip entity animations, or I need to dig into the editor myself with no help? xd
Hey U2B. Exporting models & animations is a feature that has been requested a few times already. bunnieblaster already coded a working Rayman 2 animation export feature (and import to Blender). Rayman 3's animations are a bit more complicated though, and this export feature isn't the most fun thing to work on, so we haven't started on making this. Perhaps you would be willing to help? Do you have any experience with scripting in C# and Python? Let me know if you are interested.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Fri Dec 06, 2019 8:54 pm
by U2B
If I come up with something, I'll upload code somewhere on the GitHub. I also check this feature with exporting Rayman 2 animations. If I have questions, I'll contact you, thank you!

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sat Dec 07, 2019 4:34 pm
by U2B
Sorry for double post. Droolie, since you blocked DMs, can you share somehow some contact data (e.g. Discord) so I can contact some of you?

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sat Dec 07, 2019 7:46 pm
by RayCarrot
I'd recommend contacting him on GitHub or Twitter.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sun Dec 08, 2019 8:57 pm
by gamerz31w
You can also contact with Adsolution on discordapp.

Re: RayTwol ~ Rayman 2 level editor (1.0 release)

Posted: Sat Feb 01, 2020 10:20 am
by deton24
If it still happens for someone:
>> High-priority upcoming features <<
Disabling the "Please insert CD" pirate face that may pop up after certain levels are edited
RayCarrot's Rayman Control Panel has an option of DRM removal which should fix the problem.
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