There are two ways to copy and paste particles in OE-Cake, each has their advantages and disadvantages.

Save file modification

This technique takes advantage of the fact that the OE-Cake save file is stored as plain text. This technique works best when the only particles on the screen are those you wish to copy, it is very difficult to tell which particles belong where in a complicated creation. This technique is capable of remembering material type, velocity, particle rotation, color, and more, but seems to have trouble with solids such as Rigid and Elastic.

It is good for precisely copying shapes made out of Wall. Detailed creations can be pasted and easily returned to their original materials if every piece is a different color. When pasting the object, it occasionally works at the top of the OE-Cake save file, but pasting works more reliably when the object is pasted at the bottom of the save file.

  1. Create the shape you wish to copy and paste.
  2. Save the file to somewhere you can access it.
  3. Open the file with a text editor. If the save only contains the shape you want copied, the procedure is simple.
  4. All of the numbers between the header (# OctaveEngine Casual (Sep  1 2008) version 2) and the Parameters at the bottom of the file represent your shape. Select all particles (not including header or Parameters) and copy them to the clipboard.
  5. Re-open the file in OE-Cake.
  6. Use the Move tool to move your creation out of it's current location, unless you want to paste the new particles right on top of it. 
  7. Save.
  8. Re-open the file in a text editor, and paste the old series of particles above or below the current list.
  9. Save the file with the text editor and make sure the file ends in .oec
  10. Open in OE-Cake and enjoy two copies of your shape.
Two Stroke Double-Action Jet Powered Buggy

Two Stroke Double-Action Jet Powered Buggy

An example video of a creation in OE-Cake that was partially made using the copy and paste technique. Jump to 8:00 for the demonstration

Texture remapping

This technique takes advantage of OE-Cake's ability to import pictures into the game, and it's subsequent inability to save the textures as part of a save. OE-Cake can sometimes save textures, but only when their file path does not contain any spaces or special characters and the file stays in the same location, for example in the same folder that the saved .oec file resides in. If there is an error recovering the original texture file, OE-Cake will revert to a series of colored particles in the same pattern as the original image. These particles can then be deleted and/or Replaced to generate a new copy of an object. This technique is prone to slight rasterization errors and cannot remember different material types. It is good for quickly creating many simple objects.

Video demo here:

1. The real first step is to make your creation. It doesn't matter what viewing mode you're in for this part.  

2. Now, switch to crosses. Circle mode also works, but seems to be a bit less reliable. 

3. Extract a screencap of your item. A close crop is more practical. This works best if the object is completely vertical or horizontal. If you make your image a PNG you can use alpha to control exactly how it's printed. All pixels with an alpha level below 50% will not be printed.

4. Before you place an image, chose your material and StandardDistance. Using finer StandardDistance combined with a photo taken in Blob viewing mode can produce very smooth, reliable objects, with the downside that they cannot be made as fine because the Blob shader makes everything... well, blobby. In general it's best to print at a StandardDistace and Scale equal to your original creation.

5. Drag and Drop as many as needed. On my system, occasionally I needed to drag multiple times to get a single print. Sometimes it would only print black particles. Drag and Drop does not seem to work on a long-running project, so if you just can't get it to work, save close and reopen the project then try again. You can see the original photo in Blob (Texture) mode. You can reposition the textures with the Arrow/Move tool or by right-clicking, but cannot yet modify or clean them up.

6. After you have placed as many instances as you want, SAVE the game. This converts the image(s) into a matrix of StandardDistance resolution in the material (including custom) you specified. Then close and reopen. Since OE-Cake! does not save the original images, you now have just a bunch of particles, preferably colored and positioned as they appeared in the photo.  

NOTE: If you are printing detailed, antialiased, or blurry images, you are likely to have distortion (mainly from reduced resolution) and you may need to clean up a halo around the object. Also visible in the video, not every print was made equal. One was a little stumpy. So either print one at a time and check every print, or print more than you need and delete the excess/duds. 

7.  If you did not use transparency or postprocess your image, you will likely need to delete the (apparently) invisible background particles from around your object. If you made your object with multiple colors, it is easy to make each part of a different material, for example making multiple missiles for a launcher. You can use the Material viewing mode (hotkey: 0) to check whether you deleted all of the background material. 

Extra: If you want to print detailed and accurate photographs/real images into OE-Cake, set StandardDistance to 0.1. This works best if they are pretty small because you're printing a *lot* of particles all at once. However StandardDistance at 0.2 is adequate (evidence:[1](, [2](, [3](, [4]( especially if you're planning on viewing in Cross or Circle mode. 

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