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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ZEOBJTS.txt explanation? also, .msk and .msg files?
Thread: ZEOBJTS.txt explanation? also, .msk and .msg files? This thread is 5 pages long: 1 2 3 4 5 · NEXT»
fred79
fred79


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Undefeatable Hero
posted July 27, 2012 09:54 AM

ZEOBJTS.txt explanation? also, .msk and .msg files?

i am having trouble finding out why i have objects in the H3sprite.lod file (the .def, .msk, and the .msg files that i have for said objects) and in the zeobjts.txt file, but they aren't found in my map editor anywhere. i am thinking that the column that they would fall under is full, and want to move the objects to another column. so i am trying to get a better explanation for the seeming binary code of the zeobjts.txt file.

also, i want to know what programs to use/what i have to do, to create or alter .msk and .msg files. i've tried looking for the answers, but everything seems to be erm-related.

thanks in advance.

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kegolo
kegolo


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of infamy
posted July 27, 2012 05:47 PM

objtexteditor, in era start menu

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fred79
fred79


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posted July 27, 2012 11:28 PM

ahhh, thanks. thanks a bunch, dude.

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fred79
fred79


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posted July 27, 2012 11:49 PM
Edited by fred79 at 23:52, 27 Jul 2012.

and the zeobjts.txt file? the .msg and .msk files are only to modify or create the grid for said object. they don't explain why the objects aren't in the map editor.

specifically, the wall01.def thru wall06.def files.

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kegolo
kegolo


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posted July 28, 2012 12:08 AM

find an object that you know where it is in the editor(like hero or castle) and go to that in zeobjts using objtexteditor. change the name to your new wall def's name, and change the type and subtype to whatever they should be (ERM help should have the answer).

Then go up to the top and choose save file after current selection, or something like that, I forget the exact wording. Now your wall will be in the editor after the object you chose.

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fred79
fred79


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posted July 28, 2012 01:26 AM

thanks, i'll give that a try. there are some objects still that need replacing.

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fred79
fred79


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posted July 28, 2012 03:49 AM
Edited by fred79 at 03:51, 28 Jul 2012.

ok, somehow i got the objects to show up in the editor. the ones i did as a test, based off of the instructions you gave me, didn't, but i don't care. what i want in there, is now in there. and, duh, you can modify zeobjts.txt with the same program. it was one of those epiphany moments, or a "duh!" moment, i'm not sure which.

problem i'm having now is, of all of the objects that i've added, none of them(including the walls i had the problem showing up initially) do not have any filled grid squares when i drag them from the column to the map. i have to add all manually. now, i opened zeobjts.txt, and i would have thought that i added the passability there(i added the red squares, then saved to the .txt file), but still, the red squares do not show up. i still have to manually add them when in the map editor. anybody know what i might be doing wrong, and can help?

also, when i open zeobjts.txt in objtxteditor, the list of defs to change stops at wall05.def. i SHOULD have wall06.def, and the ones i added trying to fix the walls that didn't show up in the editor.

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kegolo
kegolo


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posted July 28, 2012 07:28 PM

now add in your .msg and .msk files from deftool

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fred79
fred79


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posted July 29, 2012 06:58 PM

ok, i figured it out. when i went to save the changes i made, i was saving a completely new zeobjts.txt file. all i had to do was, delete the old one, and rename the new one (so that it wasn't zeobjts.txt.txt). and i had to hit the button "save current data into list". that's where i was going wrong before, i was clicking the "save" icon.

now i found a new problem- that alot of the files in h3sprite.lod are doubles. how this happened, i have no idea. looking back at my older h3sprite.lod's, i'm finding that the problem has been there for quite a while. i'm having to go thru and delete the doubles now. after i'm done with that, and finish deleting all the files i don't use, i'll have room for more.

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fred79
fred79


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posted July 30, 2012 02:25 AM

ok, all's done. now i have a new problem- whenever i open ZEOBJTS.txt in OBJtxtEditor, i get a message saying "run time error 62: input past end of file". now when i first checked, i had a blank space at the end of the text file. i deleted it. then i re-opened the file, and i get the same message. there is no more space there. and this doesn't happen always, sometimes it doesn't give any error, but the box where you would see your defs is blank. the number shows on the right(how many defs), but nothing on the left. the file IS open, because when i try to open another file, it asks me to close the current one.

so far i have tried

1.adding to the number at the top of zeobjts.txt

2.  running ccleaner, then restarting, to try to re-associate the file.

objtxteditor runs other zeobjts.txt files, but not the one that had the problem. anyone know why i STILL have the problem, and nothing shows up on the left side when it IS open?

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kegolo
kegolo


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posted July 30, 2012 04:05 AM

If you edited the file outside of that program you may have changed the number of lines without editing the very first line, which says the number of objects...

Other than that, dunno

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fred79
fred79


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posted July 30, 2012 11:13 PM
Edited by fred79 at 23:32, 30 Jul 2012.

well, shoot. the only thing i did to the file outside of the program is change the name when highlighted, and it worked after that just fine. is there something in the H3sprite(and consequently, in the zeobjts), that isn't SUPPOSED to be deleted? like, say, the duplicate files? alot of them were for the menu buttons... i have no other idea... looks like i won't get to edit all those files. i think i'll try copying the contents to another text file, and saving that file as the zeobjts file. is there any other way to rebuild the zeobjts file, without having to use a previous, unedited one?

edit: well, creating a new file didn't work. but i did notice something. the space that i had deleted from the end before was there again when i went to copy and paste the contents of the file. i copied all above the space, then pasted to a new file. i even tried selecting "word wrap", that seemed to close the gap, but i still get the ****ing error...

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kegolo
kegolo


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posted July 30, 2012 11:16 PM

Well you can use Objector, search it here, never used it but it's supposed to merge two object files together so you can just add new ones easily.

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fred79
fred79


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posted July 30, 2012 11:36 PM

i'll find and use that program after i send an error email to the help guy, he might know what's up. i have now noticed that when i get the error, it says "objtxteditor 1.5". however, i am using objtxteditor "version 1.6". i may have to find the program and redownload it, it may be corrupted, or my notepad program, i'm noticing it keeps adding random spaces everywhere when i create new txt's. i'll figure this bull**** out if it kills me.

thanks for the help, kegolo.

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Salamandre
Salamandre


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Wog refugee
posted July 31, 2012 12:33 AM

Quote:
i send an error email to the help guy, he might know what's up.


Don't hold your breath, is unlikely you get any answer from Bourn.

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fred79
fred79


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posted July 31, 2012 02:29 PM

anyone know why there were double .def's, .msk's, and .msg's in the h3sprite.lod file?

they were there from the start of wog, i know because i have an unedited download. did the doubles have a purpose, or was it just a mistake, like some defs in the lod that weren't in the zeobjts file to begin with?

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Salamandre
Salamandre


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Wog refugee
posted July 31, 2012 02:47 PM
Edited by Salamandre at 14:50, 31 Jul 2012.

Fred, what you say is chinese to me (a lod can't have doubles, if same name will overwrite the old), but a good way to fix this would be to download 3.58 or Era, then simply add new objects using objects editor. If paste in zeobjts.txt, then use text editor, as notepad will add unwanted spaces. Should not be hard, already done by hundred people.
Good luck!

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solitaire345
solitaire345


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posted July 31, 2012 05:29 PM

I guess he asked why there are *.def, *.msg and *.msk files for each object.
They determine object's passability somehow, though I, too, have no clue why there are msk and msg files (in RoE there were only one type of them), which IIRC are identical. However they are so small, that no one really cares about thes duplicates.

The files that are in LODs, but are not present in objects.txt exist in the archive because they were either thrown away at some development stage, but developers forgot (or didn't want) to delete them from archives or forgotten to add to the list.
____________

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fred79
fred79


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posted July 31, 2012 08:30 PM

dude, it had doubles. 2 of the same .defs, 2 of the same .msgs, 2 of the same .msks. i saw them there, i deleted them. your experience doesn't make a liar out of me. they were the exact same files(the .def pics were exactly alike), only twice. if you opened your lod, and didnt find them from the start of the input files, then that means it was on my end only, and i would have no idea how they got there, being as it is one i downloaded directly, and DIDN'T modify. that being said, maybe there's something wrong with my computer. i don't know. but if you didn't have the duplication issue, and nobody else has (who actually opened their lods, and looked at the stuff in there), then that might mean something. i'll have to do some more figuring out.

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fred79
fred79


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posted July 31, 2012 08:34 PM

thanks for the info, guys. it is irritating that i only have this problem, tho. i have tried to recreate the zeobjts file, now i will  recreate the h3sprite file, and see if that fixes it.

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