| Nekin | 😍 |
| AdrienTD | The walls aren't inside the collision model, but they are created from the edges of the model |
| AdrienTD | A wall can either be infinite, or finite with any height we want. |
| ViGadeomes | so it means that we can create personal levels with XXL2 basis ? or XXL1 ? or OG ? |
| AdrienTD | All three 😃 |
| AdrienTD | And maybe other ELB games too |
| ViGadeomes | with glitches from what game ? |
| ViGadeomes | it was what interested me in my first question x) |
| AdrienTD | well I think with the same glitches from the game you're making levels for |
| AdrienTD | I didn't really understand the question 😃 |
| ViGadeomes | how the mod exactly works ? how do you create the new level ? you export the XXL1 physics and models for example and then make the level with Blender ? or you have everything imported from all 3 games and you can combine things from all of them ?
Then, what game do you use to play the level ? |
| AdrienTD | I'm not that far yet. |
| AdrienTD | Right now I mod the levels using a hex editor |
| AdrienTD | with help from my XXL editor tool. |
| ViGadeomes | oh ok so you create the level "internally" |
| AdrienTD | yes |
| ViGadeomes | alright thanks |
| Martyste Tendertail | yeah I remember hex editing one day a triangle from the visual map of XXL 1, it completely warped it but the game was okay with that |
| Martyste Tendertail | But at least this collision improvement keeps making search for skips interesting |
| Martyste Tendertail | First thing we do is restore Rome once the tools are advanced enough ❤ |