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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes 3 to 5 Map Convert
Thread: Heroes 3 to 5 Map Convert
WindBell
WindBell


Hired Hero
posted March 13, 2010 03:11 AM
Edited by WindBell at 11:32, 22 Mar 2010.

Heroes 3 to 5 Map Convert

Hello everyone.
I have a semi-product of Heroes3 ot Heroes5 map convertor.

link:[url=http://www.boxcn.net/shared/1xhgmraouq]http://www.boxcn.net/shared/1xhgmraouq[/url] ( .NET Framework 2.0 is needed)

the UI is in chinese only now, it is easy to manipulate ( Drag a H3M file to the window  , then click the button at the top right.)
Note that it can only convert map of 'Shadow of Death ' but not 'Blade of Armageddon' or ¡®Restoration Of Erathia' ( they can be converted to SOD map with built-in Map Editor of Heroes3 )

Now , map with 'DEFEAT ALL' victory condition can be played directly after convert. special condition have been considered entirely and maybe there're bug. Also there are some buildings haven't been converted correctly.

Is anyone interested in this project?

[MOD request] Building Modify - Change the size of some important building to make them not blocked or unblocked differently to H3 Map.
For example town which occupy 11*11 in H5 but only 4*7 in H3.  It is better to modify in both Actual Size ( which influence the hero move)and Visual Size ( the size it looks like)



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festuc
festuc


Adventuring Hero
Modding
posted March 13, 2010 08:46 AM

Good job!Iĺl try to use it when I can,of course im interesting in this project!

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siinn
siinn


Adventuring Hero
posted March 13, 2010 12:41 PM

Just one word: WOW!!!

Fantastic chinese thing you've got here!!

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festuc
festuc


Adventuring Hero
Modding
posted March 13, 2010 03:02 PM
Edited by festuc at 15:37, 13 Mar 2010.

I test it,it works,but the most of the mpas are unplayable,I supose that
there are a lot of obstacle,and for eample the map "All for one is impossible to play"

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WindBell
WindBell


Hired Hero
posted March 14, 2010 02:45 AM

Quote:
I test it,it works,but the most of the mpas are unplayable,I supose that
there are a lot of obstacle,and for eample the map "All for one is impossible to play"


Well , it is the problem, for occupied grid of H5 object is different to H3.

For example, the town of H3 only occupies a rectangle of 4*7 , but in H5 it is a circle of 11*11 ! So there will be a lot of grids blocked unexpectedly around the town. The same problem may occur at all buildings , but fortunately most of them make little difference.
The town is the most troubling one.

I can make a mod to modify the occupied grid of town for hero move  - but not in visual , which means one will see heroes walk through some part of the town - the map will become more playable, but looks strange.  Can you help to make a mod to modify the town?

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festuc
festuc


Adventuring Hero
Modding
posted March 14, 2010 08:33 AM

I dont know whre is the value of the towns,but if I could change the value visually it will look strange,but ill search,so be patient until I find something

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windbell
windbell


Hired Hero
posted March 22, 2010 11:25 AM
Edited by windbell at 11:30, 22 Mar 2010.

Update :  Now Version 0.3

Bugfix:
-Count of army in a slot is always 0
-No coversion of additional information for town of fixed race and random dwelling
-Cannot visit object at the border of the map
-No Quick Combat for monsters and towns

Function Added:
-Can set specific spell of a magic shrine
-Add Join/Flee control for monsters
-Can convert initial building of towns(only common buildings like City Hall , Lv5 Magic Guild, Lv7 Dwelling, no idea how to map special buildings)
-Can convert initial guard of towns
-Can set dwelling's initial owner
-Can set timeout of Seer Hut
-Enabled shipyard both outside and in towns(In earlier version , they exist but never work)
-Randomize Rotation of Monster
-Support Underground convert
-Can Convert Subterrain Gate ( For no one to one correspondence in H3 map, that in H5 map is not warranted)
-Can mix obstacle types, like H3 tree to H5 tree + bush(For H5 tree is much taller than those in H3!)
-Remove obstacles on building blocked tiles(It is very normally in H3 2D map but ugly in H5 3D map)

Add a semi-product MOD ( H3Mod.pak) , it can be put to the H5 Game Folder/data/  to modify some large building ( especially Town , Ore Pit , Sawmill ) to avoid unexpected block. But NO modify in visual , so it will looks a little strange.

.h5u MOD works incorrectly in Map Editor so I choose .Pak MOD.

The download link is still [url=http://www.boxcn.net/shared/1xhgmraouq]http://www.boxcn.net/shared/1xhgmraouq [/url]

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 22, 2010 02:07 PM

Hi,

try an english UI as well!

and can you give some converted maps as sample? (popular and known H3 maps)
I would like to try a H3 to H5 map before to use the software.



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windbell
windbell


Hired Hero
posted March 22, 2010 03:52 PM

Quote:
Hi,

try an english UI as well!

and can you give some converted maps as sample? (popular and known H3 maps)
I would like to try a H3 to H5 map before to use the software.





Well , UI design encountered some technique problem  now - indeed I'd like to find a good multi-language solution - to avoid create a lot of Form which in a mess - so sorry for no english UI now.

Maps:
[url=http://www.boxcn.net/shared/kv03xgua95]http://www.boxcn.net/shared/kv03xgua95[/url]

Include :
Arrogance
Back for Revenge
Battle of the Sexes
Pestilence Lake
Reclamation
Rise of the Phoenix

By the way, some bug has been fixed and new program has been uploaded.

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SimonaK
SimonaK


Promising
Supreme Hero
posted March 23, 2010 02:29 AM
Edited by SimonaK at 02:36, 23 Mar 2010.

nice work, nice work with a big potential.

despite the small things I met..

The distance scale between the objects really needs to stretch.
Tree models are missing and poorly. always same trees. (green trees in the snow)
a lot of decoration is missing, always same small rock...

the terrain is never changing, no bulk, no dig...Heroes V is 3D!
try to make bulk and dig, etc on paths, small places etc..

a lot of Heroes 5 objects is missing in the map. I know that comes Heroes 3
but for a double object used close the first, you can replace it by a Heroes 5 objects...

take the 3, but keep the good of 5.

btw, I'm impressed by your work. he deserves to continue.
I am convinced that with more big work, it will make maps really really beautiful!



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WindBell
WindBell


Hired Hero
posted March 23, 2010 03:58 AM

Quote:
nice work, nice work with a big potential.

despite the small things I met..

The distance scale between the objects really needs to stretch.
Tree models are missing and poorly. always same trees. (green trees in the snow)
a lot of decoration is missing, always same small rock...

the terrain is never changing, no bulk, no dig...Heroes V is 3D!
try to make bulk and dig, etc on paths, small places etc..

a lot of Heroes 5 objects is missing in the map. I know that comes Heroes 3
but for a double object used close the first, you can replace it by a Heroes 5 objects...

take the 3, but keep the good of 5.

btw, I'm impressed by your work. he deserves to continue.
I am convinced that with more big work, it will make maps really really beautiful!





Thank you.
Some bulk and dig is really a good idea. I will try to do it.

For now all obstacles are all replaced by 1x1 object. A filling algorithm that can spread 2x1,1x2,3x4,5x6 or larger object is under developing. And the reverse work of H3 obstacle kind is not fully complete so many H3 obstacles are replaced by only few H5 obstacles - like small rock and green tree. These will be solved in some days.

Stretch is the most problematic one. I have thought it , but it is really hard to stretch without destroying the design of time and block - as basic movement of hero is 1400-2000 in H3(with influence of creature) and 2500 in H5. Also stretch will always spoil some monsters used for block with expanding the path - the loss of detail is common in stretch but unacceptable in many case on a HOMM Map. I'll consider to  scale the map simply to 1.5x, 1.8x ,2x to see the effect.

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windbell
windbell


Hired Hero
posted March 29, 2010 09:06 AM

Updated:

Bugfix:
Crash when converting random Magic Shrine
Crash when converting random creature type in Town or Garrison
No prevent active tiles of H5 object from being blocked by obstacles
No responding after drag and drop when /temp folder is not empty

Function Added:
Rewrite position calculation code to allow scale ( restrict to 1.0-2.0 , I think 1.5 is capable in most case. Sometimes large scale will make a region full of small rocks to a single large mountain)
Rewrite obstacle placing code to allow large obstacles ( even 12*12!) besides 1*1 ones.
Support converting obstacles depends on terrain. (For rocks, trees, mountains)
Support object with snow covered replacing normal ones on snow terrain.
Add Multilanguage support for English ( not complete , Menu and Messagebox doesn't support multilanguage now)


The download link is still
[url=http://www.boxcn.net/shared/1xhgmraouq]http://www.boxcn.net/shared/1xhgmraouq[/url]

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WindBell
WindBell


Hired Hero
posted July 07, 2010 08:05 AM

Quote:
Hello everyone.
I have a semi-product of Heroes3 ot Heroes5 map convertor.

link:[url=http://www.boxcn.net/shared/1xhgmraouq]http://www.boxcn.net/shared/1xhgmraouq[/url] ( .NET Framework 2.0 is needed)

the UI is in chinese only now, it is easy to manipulate ( Drag a H3M file to the window  , then click the button at the top right.)
Note that it can only convert map of 'Shadow of Death ' but not 'Blade of Armageddon' or ¡®Restoration Of Erathia' ( they can be converted to SOD map with built-in Map Editor of Heroes3 )

Now , map with 'DEFEAT ALL' victory condition can be played directly after convert. special condition have been considered entirely and maybe there're bug. Also there are some buildings haven't been converted correctly.

Is anyone interested in this project?

[MOD request] Building Modify - Change the size of some important building to make them not blocked or unblocked differently to H3 Map.
For example town which occupy 11*11 in H5 but only 4*7 in H3.  It is better to modify in both Actual Size ( which influence the hero move)and Visual Size ( the size it looks like)






Hello everyone.

This program is fully functional now and generate really playable map.

The UI support both english and chinese. Convertion is based on Chineses version of Heroes III, like Seer Hut Prompt. ( You can modify files in Data/ folder to change the text , some are files directly extracted from H3 LOD data files)

Suggestion : Scholars and Guards are converted to 'Freyda' artifact in H5 , Neutral Monster Dwellings will become normal dwellings in H5. BUT their function are controlled by LUA Script! So there maybe a very long script that cause map editor to crash when you wanna edit script in it.


I test 'Rise of Phoenix' for 1 month and meet no error except some  inappropriate object position. This can be fixed by manually modify the position in H5 map editor though I don't find a al to fix it in program.

Program Download:
[url=http://www.boxcn.net/shared/4grhoolp7t]http://www.boxcn.net/shared/4grhoolp7t[/url]

Map ( converted without any modification except obelisks )
[url=http://www.boxcn.net/shared/9c0kp8d8ea]http://www.boxcn.net/shared/9c0kp8d8ea[/url]

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