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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: All my objects for WoG
Thread: All my objects for WoG This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2009 07:20 PM
Edited by Salamandre at 19:26, 27 Sep 2009.

EJ, I already finished importing all trees and a few objects I liked. I don't think others look right so I hand picked some:


The trees are the best trees I could find till now, thanks.

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Era II mods and utilities

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gnollking
gnollking


Supreme Hero
posted September 27, 2009 08:27 PM

Wow they look great .

I have a question. How can i add new objects to the game without replacing existing ones?
You seem to do it in a very short time..
All i can do, is to replace the existing Defs.
I would really like to know how..
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2009 08:56 PM
Edited by Salamandre at 20:59, 27 Sep 2009.

Use .wog format files and add inside instructions and defs/msk/msg. Explained HERE

You will need also the ObjTxtEditor.exe from Grayface, as you need to add the codes in ZEOBJTS.txt.

Adding as you did will cause passability problems if the object is different from the one it has replaced.
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gnollking
gnollking


Supreme Hero
posted September 27, 2009 09:10 PM

Thank you .
Quote:
You will need also the ObjTxtEditor.exe from Grayface, as you need to add the codes in ZEOBJTS.txt.

Ehh.. Where can I get that?
Quote:
Adding as you did will cause passability problems if the object is different from the one it has replaced.

I know.. That's why I add objects just the same size and type, like replacing this:

with this:

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 27, 2009 09:17 PM

DEFTOOL

I added it in WOG install thread as well (rapidshare permanent)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2009 12:30 AM
Edited by Salamandre at 07:19, 28 Sep 2009.

I had a few hours to spend

Ronon is training with Teyla back city, while Sheepard is looking envious at the Daedalus. Mckay is inside, working on the new deftool with Grayface (Zelenka), you'll not see him today (sorry for weird colors, gif can't handle aqua)


Sources:

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted September 28, 2009 07:46 AM
Edited by Warmonger at 07:54, 28 Sep 2009.

You've got really scray Ideas.
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gnollking
gnollking


Supreme Hero
posted September 28, 2009 02:45 PM

Hehe they look great
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Mathis
Mathis

Tavern Dweller
posted September 29, 2009 02:31 PM

Why is there a Trooper Gen. Virus on the Deftool

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 29, 2009 02:45 PM

For me it is clean. Try the Grayface original link.
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Draker
Draker


Known Hero
Building the Dragon City
posted September 29, 2009 02:52 PM

Quote:
Why is there a Trooper Gen. Virus on the Deftool


Since it have Gen (aka generic),it is probably false positive of your anti-virus heuristic.

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bloodsucker
bloodsucker


Legendary Hero
posted October 05, 2014 03:08 AM

There a few objects here that are quite interesting a code holders... Yet there are still just 75 subtypes of type 63 (object). Can I simply change the properties of something else to be object 63 subtype 256 or they are limites to those numbers. Is it safe to give some other object the number 44, for instance?

Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 05, 2014 04:36 AM

There are two issues:

1) any not recognized type/subtype will not be placed on map when wogify. Even from the known types/subtypes, half of them will crash the map if placed, so is a delicate process.

2) Which means you have to place them manually, which means you can create your own types only on custom maps, not random generated.

About giving x type and y subtype, only testing will answer to your question. I assigned new types to the magic nodes in TEW4 and it worked (type 42-44 I think). But anyway, we talk about custom map here, so you can as well specify the new object coordinates, and forget about new type/subtype.


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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 20, 2019 11:49 AM

I don't know if you still connec, but I would like to know where did you get the Emperor game sprites used for WOG:

http://heroescommunity.com/viewthread.php3?TID=31093 (first page)

I only got still images, and would like to convert to Heroes 4 objects. However with animation they would look much better. Thanks.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2019 01:10 PM

Not sure what you mean, I got the game (torrent that time) then extracted sets of images, each with its own and whole animation. Sometimes I had to cut or resize. I don't have the archive anymore, 10 years already!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 20, 2019 03:21 PM

I mean getting the images online does not yield an animation.

So, how did you extract the images from the game? Any special tool needed?
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Never changing = never improving

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2019 04:11 PM

I did what I usually did with every game I wanted graphics from: download game then look online for extractors, also get some nasty trojans on the way. If my memory serves me well, I remember this game had same (or similar) "lod" format as Age of Empires, so it was easy.

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Darimus
Darimus


Hired Hero
posted October 21, 2019 03:19 PM
Edited by Darimus at 15:22, 21 Oct 2019.

Error !

I really love heroes 3 objects. They make the map become more exciting and more beautiful.

But there's a problem when I play map "Dawn of the Dead" (WOG)
AI players usually sticks to these object, then AI players don't move to anywhere

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 22, 2019 02:36 PM

I was hoping for some other way since I don't have so much space on hard drive to download and install so many games :/ but thanks. Guess the same applies for the Stranghold trees? Were there tools to extract them?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 22, 2019 04:11 PM

Well, games with quality png to extract then convert are not many, very few in fact. But if you have 3D max, I suggest to work with free plugins, as I did HERE
Then you have a large variety of quality trees, animated as well.

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