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Heroes Community > Heroes 5 - Modders Workshop > Thread: Adding objects in the editor !
Thread: Adding objects in the editor ! This thread is 6 pages long: 1 2 3 4 5 6 · NEXT»
TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 06, 2008 06:06 PM

Adding objects in the editor !

Hi ! Look at this ! I did it for static object, why not NCF CREATURES  THEN ?
(I don't know if it will work. It is to try.)


I'm doing a MOD that will allow you top place objects Nival hide because of no continue.
Maybe further, it is the way to re-integrate NCF into the NCF editor...
____________
NCFBank,
the complete and homogen NCF
library.

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 06:14 PM
Edited by SimonaK at 18:21, 06 Dec 2008.

I admire your passion for the editor.

I gave up this program a long time ago.
It is too badly coded.

However, it's super if you can to put inside completly new objets as static ones.

Ya, may be a little hope about NCF  


Your work about this will surly be important when "geometry world" will be fully discovered.




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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 06, 2008 06:23 PM
Edited by TSoD at 18:23, 06 Dec 2008.

Thanks !

Sh*t !


As you can see, my creature Night Elf Huntress (CREATURE-419) is THERE. BUT, when I click on his face... Editor crash...
Strange...
____________
NCFBank,
the complete and homogen NCF
library.

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 06:24 PM

Coooool!

I feel you're very close of the solution!


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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted December 06, 2008 07:23 PM

Try with NCFs slots before 300. It should work.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 06, 2008 07:34 PM

The Map Editor is supposed to have a NCF exe just like the game itself.  Patch 3.1's update didn't include one.  I'm no expert and haven't looked into this, but I think the NCF editor needs to be hacked too if you want creatures above slot 300 to show up.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted December 06, 2008 07:35 PM

But we already know how to add creatures into the right panel?...
____________

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 06, 2008 07:45 PM

=> I try with higer than 300 and it crash each time I click on the icon. And when I try with a lower than 300, when I select "Monsters" in the list to right, it crashes in listing...
I belive it is not possible finally

PS : Also, I found a way to use buildings of the towns interiors (like the Arcane Forge of the academy) and place it as a dwelling. See yourself :



Maybe a new generation of NCF dwelling, Sim ?
____________
NCFBank,
the complete and homogen NCF
library.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 06, 2008 07:55 PM

Quote:
=> I try with higer than 300 and it crash each time I click on the icon. And when I try with a lower than 300, when I select "Monsters" in the list to right, it crashes in listing...
I belive it is not possible finally
You know, since the map .xdb is text, you can always do it manually with Notepad and not with the Editor... so if it's really impossible with the Editor at least you can place them manually.
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 08:08 PM
Edited by SimonaK at 20:09, 06 Dec 2008.

the discoveries which you make are impressive.

you succeeded fixing an one year old bug by well putting object in the map serving for dwelling.

Quote:

The Map Editor is supposed to have a NCF exe just like the game itself.  Patch 3.1's update didn't include one.  I'm no expert and haven't looked into this, but I think the NCF editor needs to be hacked too if you want creatures above slot 300 to show up.



Already the NCF Editor 3.0 version crashed after slot 300.

Nobody knows why. however the bug's solution must be known before to hack for 3.1

H5's RMG crashs with NCF Game.exe (3.0 or 3.1). Nobody knows why too.

I think the editor's bug is unfixable as the RMG's bug.
but I can be mistaken.



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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 06, 2008 08:10 PM

Long shot, but maybe the (still unupdated) NCF Editor's "creature limit" is still set to 300, just like that of the original NCF framework

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 08:12 PM
Edited by SimonaK at 20:16, 06 Dec 2008.



oooh... I remember.... some slots before 300 can crash too in editor 3.0  ...even if it's hacked for up to 300.




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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 06, 2008 08:16 PM

Not so far as I know since I once set a creature to slot 280 with the old Editor and it worked without a hitch.

Or do you mean that patch 3.1's new NCF exe is conflicting with the 3.0 NCF exe?  Because that's... weird

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 08:19 PM
Edited by SimonaK at 20:41, 06 Dec 2008.

no I mean that NCF Editor 3.0 has already a bug with some creatures under 300. I dont remember anymore exactly which ones but there are some.

the problem is not directly the creature but more its "number" slot...binary conflict in the exe....

It's my theory.

I'm ready to hack the Editor 3.1 for slot 499 limit if I know the reason of bug and how to fix it.


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xerox
xerox


Promising
Undefeatable Hero
posted December 06, 2008 08:52 PM

Omg now modders can finally replace the stupid Military Posts with real dwellings!!!
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 09:03 PM
Edited by SimonaK at 21:11, 06 Dec 2008.

Quote:
Omg now modders can finally replace the stupid Military Posts with real dwellings!!!


It's not a new. This concept is known since Tapani's RMG.

and "the stupid Military Posts" is the ultimate method to get new dwelling.

the most important is the "new" models.

I think mechanic about Military Posts will stay.




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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 06, 2008 09:21 PM

And why would you want to replace dwellings anyway when you can just add new ones?

Anyway, good luck with the slots problem SimonaK.  Maybe ask Sfidanza about it, since he's the one who hacked the first exe.

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 09:28 PM
Edited by SimonaK at 22:22, 06 Dec 2008.

Quote:
And why would you want to replace dwellings anyway when you can just add new ones?

Anyway, good luck with the slots problem SimonaK.  Maybe ask Sfidanza about it, since he's the one who hacked the first exe.


Nobody wants to replace dwelling!

This project is about creation of totally new personal dwelling for NCFs.

I'm not working about the editor's bug. I investigate my time in others projects.

Sfidanza knows this bug very well. TSoD has already wrote to him to ask to try to fix it.

I think sincerely he will not fix it because he knows it's unfixable.



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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 06, 2008 09:45 PM

Everyone's entitled to their opinion.  But then, what is opinion but a medium between knowledge and ignorance

Quote:
Nobody wants to replace dwelling!


Quote:
can finally replace the stupid Military Posts

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 06, 2008 09:57 PM
Edited by SimonaK at 22:01, 06 Dec 2008.



Quote:

can finally replace the stupid Military Posts



This guy spoke about the "mechanic" in xdb file (AdvMapDwellingShared) to spawn a new object in the game....

the trick is cloning a Military Posts AdvMapDwellingShared xdb file to get a total new dwelling.

I don't know why tihs guy doesn't like this trick. It's so far the best one to obtain a new dwelling.

Quote:

Nobody wants to replace dwelling!



It's true because using clone of the "Military Posts" (AdvMapDwellingShared) to spawn new dwellings
doesn't disturb actual dwellings.




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