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

Posted: Thu Jan 12, 2017 1:21 am
by Master
I'll take a quick look at those files when I can, maybe they hold a solution, maybe not, it's worth a shot.

Anyways, another minor detail, would it be possible to change the colours used when highlighting objects in the object list? Presently it's extremely bright, which makes it hard to read the text.

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

Posted: Thu Jan 12, 2017 2:04 am
by deton24
Eg.
Unlock Ray on reedit, and in the thread here; neogaf, RPC on the main site, and on some other popular gaming communities in the net.

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

Posted: Mon Jan 16, 2017 10:10 am
by Adsolution
Master wrote:Anyways, another minor detail, would it be possible to change the colours used when highlighting objects in the object list? Presently it's extremely bright, which makes it hard to read the text.
Yeah, I've actually been trying to do that but, for some strange reason, have not been able to. I can't find the XAML hook/trigger/code/whatever it is.

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

Posted: Tue Jan 17, 2017 12:50 am
by Master
Hmm, I've not really got any experience with XAML, I've always used WinForms. I ought to take a look into it, given how WinForms is old school.

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

Posted: Tue Jan 17, 2017 4:47 pm
by Harpic fraîcheur
Adsolution wrote:And yeah, some extra advertising would be great. Where do you think it could be shared?
I know Betilla's Garden is kinda a ghost town but sharing RayTwol here might be a good idea already.

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

Posted: Tue Jan 17, 2017 6:02 pm
by PluMGMK
Is there anyone there who isn't also here?

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

Posted: Tue Jan 17, 2017 6:06 pm
by Harpic fraîcheur
There's probably a few guys that aren't there.

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

Posted: Thu Jan 19, 2017 6:43 pm
by Krisha
Yes, like me. I don't even know what that place is.

Also, regarding the editor: WOW! It's incredible that fan content is being made for an almost 18 year old game. Would it be possible to add custom terrain models into the game? I wonder what the technical limitations of the R2 engine are, and how big could the levels be on today's hardware...

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

Posted: Fri Jan 20, 2017 10:22 am
by Adsolution
I'm curious too, but due to Rayman 2's octree geometry structure, importing new models seems to be virtually impossible, but it's still being looked into. I may be able to get it so you can move vertices around in the 1.1 or 1.2 release.

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

Posted: Fri Jan 20, 2017 10:48 pm
by Krisha
so adding more terrain using preexisting textures on new (or recycled) models wouldn't be possible? That's what I was asking about, I didn't really make it clear. The R2 levels are honestly tiny and I wonder how big can the game handle them being.

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

Posted: Sat Jan 21, 2017 2:13 am
by Adsolution
The models in Rayman 2 aren't stored in dedicated "model files", they're stored separately every time they appear, and that especially goes for the world geometry (terrain). The issue is simply that changing the geometry structure (i.e. changing the number of meshes, vertices and faces, and how they connect, in any context) is problematic. This includes "adding" anything.

You could probably scale the entire world itself without any issues (making Rayman appear tiny), aside from it being so large that the far-off geometry gets cut off by the far clipping plane, which seems to be pretty far away in Rayman 2 anyway.

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

Posted: Tue Jan 31, 2017 9:41 pm
by RobotHenchman
This is great! I love everything! Exept for the CD MISSING! INSERT THE CD AND RESTART THE GAME pop up. :D :hinhin:

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

Posted: Wed Feb 01, 2017 8:48 am
by Harpic fraîcheur
Nice, you're using me and Dandy's Ninja image. :mrgreen:

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

Posted: Thu Feb 02, 2017 6:45 pm
by Adsolution
Hey people, I'm working on a Rayman 1-based RayTwol as well, currently for editing the PS1 version. Can anyone think up any good names? Probably not, but toss in some suggestions if you have any.

Saving collision/type data works so far (though I haven't actually tested it in-game yet), and I'm still trying to decode the scenery tile format. What do you think of the interface colours? I'm not so sure at the moment:

Image

Alternatively I'm thinking of a copper-gold theme, which would give more of a contrast, since I was wanting to use a blue-violet theme for a supposed eventual Rayman 3 editor.

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

Posted: Thu Feb 02, 2017 7:10 pm
by Harpic fraîcheur
Damn, I'm hyped for this already. :D

The interface colour is fine to me. I don't really know for the name but RayMapper could do the trick.

Also, just asking, do you plan making it work with a physical playstation 1? This would really be awesome.

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

Posted: Thu Feb 02, 2017 7:34 pm
by Raymanni
How about "Raymaker"? lol nope

I think the current interface colour works well.

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

Posted: Thu Feb 02, 2017 8:07 pm
by Ray502
The current interface colors look good to me!

Here's a terrible name suggestion: "RayOneMapper"

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

Posted: Thu Feb 02, 2017 8:46 pm
by Droolie
Adsolution wrote:Hey people, I'm working on a Rayman 1-based RayTwol as well, currently for editing the PS1 version. Can anyone think up any good names?
Looks good so far! I think those colors are best since they're the R1 main menu colors.

As for the name, since this is for the PlayStation version, RayStation could work I guess.
But personally I'd just integrate it into RayTwol and call the whole thing RayMap (Rayman/map/...remap?) or something. Saves you from having to come up with a new name for every editor you decide to create, and saves people from having to download multiple different tools. :)

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

Posted: Thu Feb 02, 2017 9:09 pm
by Ambidextroid
"Cartog-ray-pher"
Hehe :oops2:

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

Posted: Thu Feb 02, 2017 9:24 pm
by RobotHenchman
How about Ray2wol
(2 as in 2d xd??) :fou2: