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Main - Archived forums - General SMG hacking - How to Run & Use Whitehole! [Tutorial] [yay Pics] Hide post layouts | New reply


shibboleet
Posted on 07-20-13 01:20 AM Link | #28593
Oh, so you want to learn Whitehole, huh? Well here's the place to learn about the basics of how it works and how to add stuff and whatever.

First, you want to open up the .exe or .jar of Whitehole, to load up this screen;
[image]
Now, you want to load up your galaxy folder. As shown above, hit the Select Game Folder button to open a Open File Dialog.
[image]
Choose the folder that has your files, in my case, mine is named SMG2. It should have StageData and ObjectData inside of it to load stuff properly. Now after you highlight the folder, hit Open. If done correctly, it should look like this;
[image]
You have now loaded the SMG2 files into the editor! Now, you want to highlight the galaxy you wish to edit (Filenames for galaxies are in another thread. Will update this with all the names soon.) and double-click it. Once you've done that, this screen should appear in another window:

[image]
Now that we're at it, let me explain the basic usage!

[image]
This box shows the different star missions. The first three are the main missions, with the last 3 being the green star missions. You can alter the missions by clicking on each layer on what star you wish to edit.

[image]
This is the Zone List. Zones in SMG2 are used to organize parts of a level in a specific file. But Whitehole loads all the files, and objects are placed in each individual zone.

[image]
Directly under the Render screen is this. It shows what mission you're currently editing, plus the galaxy file name.

[image]
The top button saves your revisions to the level you've made. The "Scenario" tab shows the zones, and the mission layers. We'll talk about the "Object" tab later. ;)

[image]
This is directly above the render screen. Here's what the buttons and labels do;
Selected; Shows the current object you've selected.
Deselect; Deselects the current select object(s).
Show All Paths; Shows the paths in the level. Will explain more later.
Reverse Rotation; Reverses the way you can rotate the level. If you hit left, the level goes left. If you hit "Reverse Rotation", if you hit left, it goes right. The opposite direction from default.


[image]
This is the basic screen that shows the level. It displays all the objects, and paths in the level. The blue boxes are objects, but they don't use an actual model.


[image]
If you click on an object, it will highlight it, like the picture shown above. The object functions/settings shows up on the bottom left corner of the window.

And the list of objects in the level will appear when you hit it.
[image]

Now, let's talk about those settings, shall we?
[image]
Here's a basic explanation of these shown above:
Object; The object name.
Zone; The Zone the object is located in.
Layer; The Layer (Mission) the object is in.
X Position; X Position of the Object.
Y Position; Y Position of the Object.
Z Position; Z Position of the Object.
X Rotation; X Rotation of the Object.
Y Rotation; Y Rotation of the Object.
Z Rotation; Z Rotation of the Object.
X Scale; X Scale of the Object.
Y Scale; Y Scale of the Object.
Z Scale; Z Scale of the Object.
Paramscale; Unknown on what this really does. Just set it to 1. (Done by default)

obj_arg0-7
Obj_args are object settings. They alter the object to do different kinds of things. If you want to know what does what, go check the Object Database to see for yourself. ;)

[image]

SW_APPEAR; Appearance switch of an object.
SW_DEAD; Makes something disappear. Connects with SW_APPEAR.
SW_A; Activates a switch/object.
SW_B; Deactivates a switch/object.
SW_AWAKE; Turns on an object(s).
SW_PARAM; Speed, probably.

Object ID; A number given to each object. Can be just left at 0, doesn't effect anything.
Message ID; Message ID for text.
Generator ID; The ID for generating an object.
View group ID; Connected with ViewGroupCTRLArea. The ID of the View Object.
Path ID; The path ID. If you want the object to have a path, you assign this.
Clipping Group ID; Clipping ID.
Group ID; The ID for a group of Objects connected to each other via switch.
Demo Group ID; The Demo ID of the DemoGroup. Used for animations and cutscenes.

CameraSetId; The ID to connect a camera in the "camera" section.
CastId; Unknown.
ShapeModelNo; Shape number. Used with different types of Flowers and Water.
MapParts_ID; Connects the object with a MapParts object.
Obj_ID; The only time I've seen this, is with a Demo executor.

Now, let's learn how to add an object to the level!
First, you need to be in the "Objects" tab.
Now, hit "Add Object".
[image]
Here are the descriptions on what you can add;
General Object; Just a regular object.
Map Part; A moving, turning, platform.
Gravity; A gravity point.
Start Point; A starting point for the player.
Path; Adds a whole new path. (BROKEN ATM)
Path Point; Adds a new point. (BROKEN ATM)

Now hit "General Object"
You should get this;
[image]
This is the main screen for adding objects. You can search for an object, or look through the list. (MAKE SURE THE OBJECT YOU CLICK IS COMPATIBLE WITH THE GAME YOU'RE EDITING. IF NOT, IT WILL CRASH THE GAME.)

Now let's look at something on the bottom of the window.
[image]
This lets you add an object to a certain mission. (Common means all Stars, A is first, B is second, C is third. For all galaxies, this is not the case.)

Now I'm just going to add a simple Coin. So I type in "Coin" in the search box and find the object, and click on it.
[image]
I double click, and the window goes away. Now I just click on where I want the coin to be placed at.


[image]
There it is! Now I just move it around by dragging it with my mouse, and it will go anywhere.

These are the basics, I will be adding more soon for more help on Whitehole!
Thanks for reading! Any questions? Ask below!
~MrRean

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Agent000
Posted on 07-20-13 01:21 AM Link | #28594
Looks cool! I would use Whitehole, but my computer goes insane when I have Java 7 installed ;-;

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|AgentSplaturn| if someone uses an external hard disk to store porn on
|AgentSplaturn| is it their sex drive? ( ͡° ͜ʖ ͡°)
|skyluigi| agent that's one of the best quotes I've ever seen on this IRC

Stygmax
Posted on 07-20-13 01:33 AM Link | #28596
Hell, this saves me from having to answer the questions of noobs, so thanks for making this. :P
Status: It was really, really fun, guys - thanks for the ride!

MK7tester
Posted on 07-20-13 02:17 AM Link | #28600
Nice tutorial, I wasn't aware this even existed. Hopefully it won't get outdated anytime soon

shibboleet
Posted on 07-20-13 02:23 AM Link | #28601
It didn't exist until today. lol :P

Also, I'm adding for stuff to this, like Paths and blah soon.

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MK7tester
Posted on 07-20-13 02:28 AM Link | #28602
Oh, I thought it was old, two posts in very fast time.

You should update this whenever a new Whitehole release comes out that does things differently or something.

Also, maybe this thread should be stickied? IDK

shibboleet
Posted on 07-20-13 02:30 AM (rev. 2 of 07-20-13 02:34 AM) Link | #28603
Well I'm talking to Mega about organizing the threads in General so this can fit in.
Also, does anybody else notice that the layout of Whitehole is different than the Prerelease?
[image]

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ts142001
(post deleted) #28604

shibboleet
Posted on 07-20-13 02:44 AM Link | #28605
That's a whole new story, there bud.
This is doing stuff within Whitehole. This has be done by editing the Scenario file.

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ts142001
(post deleted) #28606

MK7tester
Posted on 07-20-13 06:12 AM (rev. 2 of 07-20-13 06:12 AM) Link | #28610
Like he said, that's a whole new story, it's not as simple as we telling you what to do and you getting it. There's a big tutorial somewhere i think.

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Main - Archived forums - General SMG hacking - How to Run & Use Whitehole! [Tutorial] [yay Pics] Hide post layouts | New reply

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