Project: UnLockRay ( ULR / REL )

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Tehrunescape455
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Re: Project: UnLockRay ( ULR / REL )

Post by Tehrunescape455 »

Behaviors alone won't get the boss in perfect working form.
I am Tehrunescape455, administrator of Betilla's Gardens forum, the forum is about Rayman PC games, but mainly Rayman Designer.
Do you think you know Rayman Designer?
Watch this video to see if I can't change your mind. Want another video like that? click here. That video is better quality than the other one, too.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

Tehrunescape455 wrote:Behaviors alone won't get the boss in perfect working form.
Of course. But, before we start making jumps into the future, we still have to find out how to transfer sprites between R1 and Designer. If we do, I think we would be able to transfer MLTs as well. :wink:
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Re: Project: UnLockRay ( ULR / REL )

Post by MasterHero »

we still have to find out how to transfer sprites between R1 and Designer
*sigh*

ripping is the answer (screenshots or psx savestates). But you know that, maybe you mean to copy the graphics sets (which are hiden). But there is no need for it 'cause we have already ripped all stuff from R1 (including bandland hills etc.) :P

Also i would say forget the bosses. R1 isn't made with the Rayman Designer tools. R1(also the learningcenter) is made with tools which are like Rayman Designer but not exactly the same. There a serveral proves: - the colorsets between R1 and Designer are not exactly the same and so on.

I think you couldn't get the sprites out of R1. Forget it.

Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game. I think a lot of behaviours art removed....but they forgot to remove others like moskito.

...so calm down. not everything is possible.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

MasterHero wrote:Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game.
Hmm, I tried. That didn't happen. But there are remnants of R1 in EVE.MLTs. Plus, I think R1 sprites are differently stored.

R1 WLD Contains:
-EVE.MLT
-Names
-ETAs and DESs
-Backgrounds

Designer WLD Contains:
-ETAs and DESs
-Backgrounds

So it doesn't need as much compression so we can read parts of it. Then again, being a Geography student has probably clouded my view. :lol:
Tehrunescape455
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Re: Project: UnLockRay ( ULR / REL )

Post by Tehrunescape455 »

MasterHero wrote:R1 isn't made with the Rayman Designer tools. R1(also the learningcenter) is made with tools which are like Rayman Designer but not exactly the same.
I disagree.
MasterHero wrote:Also....have you even tried the behaviour tool? You will notice that all above 300 will freeze or crash the game. I think a lot of behaviours art removed....but they forgot to remove others like moskito.
Forget to remove? If there aren't over 300 different TYPES of events, I don't see how that's hard to believe. ;)
before we start making jumps into the future, we still have to find out how to transfer sprites between R1 and Designer.
Duck your head back down out of the clouds.
not everything is possible.
I agree.
I am Tehrunescape455, administrator of Betilla's Gardens forum, the forum is about Rayman PC games, but mainly Rayman Designer.
Do you think you know Rayman Designer?
Watch this video to see if I can't change your mind. Want another video like that? click here. That video is better quality than the other one, too.
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.

http://en.wikipedia.org/wiki/Huffman_coding

The only problem is that I don't understand it.. :?
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Re: Project: UnLockRay ( ULR / REL )

Post by Adsolution »

CheatCat wrote:Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.

http://en.wikipedia.org/wiki/Huffman_coding

The only problem is that I don't understand it.. :?
I but companies do that just to make themselves look smart. :pfff:
Image
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

RayFan9876 wrote:
CheatCat wrote:Guys, I maybe know what is used for packing textures in Rayman 3! I found the word Huffman in the disassemble code of Rayman 3 exe.

http://en.wikipedia.org/wiki/Huffman_coding

The only problem is that I don't understand it.. :?
I but companies do that just to make themselves look smart. :pfff:
I think so too.
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

I found some interesting things in a pgb file in the Ski_60 directory of Rayman 2, reads:

Code: Select all

; SCR 552

; Scripts Parser Version 5.5.2

; (c) Ubi Simulations 1997



{Vignette:

	LoadLevelVignette("Random<VigLoadSki,1,1,VigLoadMisc,1,6>")

	InitBarOutlineColor(255,255,255,128)

	InitBarInsideColor(0,0,96,196)

	InitBarColor(255,0,0,64,255,255,0,64,255,0,128,196,255,255,128,196)

	CreateBar(20,430,620,445)

	MaxValueBar(30)

	AddBar

	DisplayVignette

}
Now you maybe wounder "What is the point? It looks like the one in the Raycap folder and nothing happens if you edit the file or delete it!".
To refresh your mind I show you the Raycap file:
CheatCat wrote:

Code: Select all

; SCR 552
; Scripts Parser Version 5.5.2
; (c) Ubi Simulations 1997

{Vignette:
	LoadLevelVignette("Rayman.bmp")
	InitBarOutlineColor(255,255,255,128)
	InitBarInsideColor(0,0,96,196)
	InitBarColor(255,0,0,64,255,255,0,64,255,0,128,196,255,255,128,196)
	CreateBar(20,430,620,445)
	MaxValueBar(30)
	AddBar
	DisplayVignette
}
Notice the difference? In Ski_60 there is Random<VigLoadSki,1,1,VigLoadMisc,1,6> instead of Rayman.bmp inte the LoadLevelVignette "function". It tell us the arguments for a function that probably is very important. It look like Random in this case is used for decrypt a sort of image. And in Rayman 3 some of the lvl files begin with Random<loadingb_,1,8> and that is because I think Random is important.

Discuss.
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

Yep, it doesn't work. I think the file is not used or the program use the files on the CD instead.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

What if you change both files? (ie. this one and the one you found before)
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

There is more than 2 pgb files in the levels sub-directories. And I haven't tried to edit to other files yet.
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Re: Project: UnLockRay ( ULR / REL )

Post by Rsandee »

Actually this should be a sticky...
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Re: Project: UnLockRay ( ULR / REL )

Post by Rsandee »

Because it isn't a sticky. (and that was the first time i came up with that)
And this is an important project.
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Re: Project: UnLockRay ( ULR / REL )

Post by PluMGMK »

Very Important. But it seems to be going nowhere now. :(
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Re: Project: UnLockRay ( ULR / REL )

Post by Hunchman801 »

CheatCat wrote:The only problem is that I don't understand it.. :?
It's just a lossless data compression encoding. The main problem is to find what is Huffman-encoded.
Image
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Re: Project: UnLockRay ( ULR / REL )

Post by LunaVorax »

Hunchman801 wrote:It's just a lossless data compression encoding. The main problem is to find what is Huffman-encoded.
Now that's the smartest answer on this topic since a long time. ;)

No seriously, I wanted to say the same thing. Good job :)
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Re: Project: UnLockRay ( ULR / REL )

Post by bunnieblaster »

I succesfully ripped models from rayman m in this topic
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