Creating destructible walls in WOG editor

You are viewing a static copy of the old 2DBoy forum, which closed in 2010. It is preserved here for historical interest, but it is not possible to reply to topics. For more recent discussion about World of Goo, visit our new forum.
Creating destructible walls in WOG editorLagMasterSam02/05/2009 - 17:30

Is there any way to create destructible pieces using the WOG editor? I know maps such as "Upper Shaft", "You have to explode the head", and "Incineration Destination" have parts that must be destroyed.

I have looked at all these maps in the WOG editor. However, there is nothing where the destructible parts should be.

Re: Creating destructible walls in WOG editorGoo_Master02/06/2009 - 02:51

I don't figure out how make explode objects too..
But davidc should know that! In "Jingl Balls" there is an explosion  ;)
We're waiting for an answer!  :)

Re: Creating destructible walls in WOG editordavidc02/06/2009 - 05:30

[quote author=LagMasterSam link=topic=1405.msg9440#msg9440 date=1233873055]
Is there any way to create destructible pieces using the WOG editor? I know maps such as "Upper Shaft", "You have to explode the head", and "Incineration Destination" have parts that must be destroyed.

I have looked at all these maps in the WOG editor. However, there is nothing where the destructible parts should be.


Actually there are things there, just WOG Editor can't currently display geometry that has images on it. You need to select it manually from the elements list.

For example, in UpperShaft, select the rectangle named "weakwall_L" or "weakwall_R". You will see the tag "break=1" which is what causes it to be explodable.

-davidc


Last modified Fri, 02/06/2009 - 05:32 by davidc
Re: Creating destructible walls in WOG editorLagMasterSam02/06/2009 - 05:41

Actually, I figured out how to do it yesterday. The problem with the invisible pieces is that the WOG editor does not render the image for them. In many cases it will also not render the collision geometry. This of course makes it appear as though nothing is there in the editor. However, there is a way to still have the collision geometry for the piece drawn while the image is invisible. This at least makes it possible to work with destructible pieces.

It also has to be done in a very specific way to prevent the WOG editor from totally messing up your map. I had to completely start over on my test map 4 times yesterday because I saved after an error occurred. Now I keep an eye on the "warning window" before saving. I've been using this editor for less than 24 hours and have already discovered a mountain of bugs. Hopefully there will be an update for it soon.

I'll work on making up a tutorial today. I can't promise to have it finished today because I'm leaving to visit some friends in about 8 hours.

Re: Creating destructible walls in WOG editorkurosame02/06/2009 - 09:58

you can decrypt .bin and edit .xml file that damage
delete elements that cause WOG to corrupted before encrypt back again

this way will save you from starting over new level
usually do this when i attach image to geom

Re: Creating destructible walls in WOG editorLagMasterSam02/06/2009 - 12:12

[quote author=kurosame link=topic=1405.msg9456#msg9456 date=1233932322]
you can decrypt .bin and edit .xml file that damage
delete elements that cause WOG to corrupted before encrypt back again

this way will save you from starting over new level
usually do this when i attach image to geom


Sounds complicated. :)

An easier way is to always set the other image values before setting the actual image reference. Always assign a value for imagepos, imagerot, and imagescale first.

imagepos has to be set anyways. If you do not need rotation, set imagerot=0.0. If you do not need to scale, set imagescale=1,1. Now you can finally set the image value and prevent the error from occurring. :)