Posted on 10-10-17, 05:34 am (rev. 1 by shibs on 10-10-17, 05:35 am)
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Download






finally, checkboxes and listboxes and all of that hoodidity doodidty dads for obj_args
It also adds other things like AreaShapeNo checking, as well as checking to see if an object lacks a path that requires one.

notice that this is a pre-release, meaning bugs can be expected. you can probably use it in commercial use though.


wee
Posted on 10-10-17, 06:52 am

Ninji
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I love hacking Galaxy
YES! But why didn't Super Hackio release this Did you both work on this? But i'm glad that it's out! I hope this will be a replacement for whitehole 1.4.

How fun! Now I will know why my game crashed!

Will you make it detect problems with SW_ switches?
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Posted on 10-10-17, 04:53 pm

Red Paragoomba
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*Insert Discord eyes here*

I'm... gonna check this out!
(BTW Islender, my Whitehole 1.5 was STILL being developed. BUT now I guess I can stop. Welp, I tried. )
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Posted on 10-12-17, 01:57 pm

Shyguy
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I still have a semi-complete version of 1.5. I might release it if you want me to.
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Posted on 10-12-17, 06:01 pm
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Depends on what is changed. I can probably throw in what you did pretty quickly.
Posted on 10-12-17, 07:16 pm

Shyguy
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Probably. XD

I have:
copy-pasting
no more multi-select
copy and paste OBJ_args
show axis is off by default
customizable keybindings for delete object, add object, move objects, copy, paste, etc
autosave
slightly better rendering
(mostly) accurate gravity rendering
path checkers
SWITCH interface (for setting up switches)

Some other unimportant stuff.
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If I made an SMO level editor, would you use it?
Posted on 10-12-17, 07:51 pm

Ninji
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I love hacking Galaxy
4 words for TheSunCat, I Want This Please
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Posted on 10-13-17, 12:20 pm
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I see no reason to have the axis off by default. I see no autosave reason, either, since it literally asks you before you close the application to save if you wanted to save changes (my version makes "Close" check this too). I didn't find multiselect very useful in any regard either, so I might just remove that too (all traces of it).
The others will be considered. We don't want 2 forks at once.
Posted on 10-13-17, 12:44 pm (rev. 1 by TheSunCat on 10-13-17, 12:45 pm)

Shyguy
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Yeah, that's why I haven't released it. And you might've misunderstood the purpose of autosave:
-Whitehole sometimes freezes for no reason (autosave saves it when an error occurs).
-No need to manually press save (saves automagically).
-You can recover old saves (they are saved as text files (Kuribo {10, 3.2873, 8000.300, 0, 0, 0, 1, 1, 1, arg0=3, arg3=2}, NokoNokoLand {you get it}) in the format: ObjectName {arguments}. There are also sections for MapParts, etc).

Some other features I forgot to mention:
-undo/redo
-togggle autosave
-load template galaxy (I use the one I have, IDK if it is the right one. Does anyone have a download link to the correct template?)
-clear all
-toggle old rendering (back to the older rendering that looks better in my opinion)
-camera integration (believe me, I TRIED!!11!! altho the angles are completely off)

Here is how camera integration is meant to work:
1. Place a CameraArea
2. Select it and position + point Whitehole's camera towards a 'dummy mario' that appears at the center of the area
3. Click 'Setup CameraArea' to generate AngleA, etc.
4. Select whether you can rotate DPad, etc
5. Test the game and discover the angles are completely off because I have no idea how camera angles work
6. (OPTIONAL) take a hammer and smash your PC screen and your Wii and your disc and yell in frustration (OPTIONAL)
7. Have fun!
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If I made an SMO level editor, would you use it?
Posted on 10-13-17, 03:05 pm

Red Paragoomba
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Camera angles are NOT in degrees. That's probably why.
Instead, they are in Radians.

This means that 90 degrees is 1.5708.

But wow. You sure did a ton! :clapping:
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Posted on 10-13-17, 03:24 pm
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beat you to cameras
Posted on 10-13-17, 03:31 pm

Shyguy
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Does it setup cameras easily, or do you have to manually type in angles?

@Super Hackio
thanks
I know they are radians. I just am not good with them.
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If I made an SMO level editor, would you use it?
Posted on 10-13-17, 03:31 pm
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I had this discussion earlier, emulating a camera is completely useless.
Posted on 10-13-17, 05:09 pm

Shyguy
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I meant generating angles from how Whitehole's camera is pointed towards a center point. So you don't have to calculate the angles.

But that' just what I think.
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If I made an SMO level editor, would you use it?
Posted on 10-16-17, 12:09 am
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I meant generating angles from how Whitehole's camera is pointed towards a center point. So you don't have to calculate the angles.

But that' just what I think.
^^^
THIS would make cameras a lot easier and would just be all-around more efficient.