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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 · «PREV / NEXT»
kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 31, 2012 09:04 PM

If you go up to the drop down menu where you can filter by file type, do you have two options for .def, .msg and whatever you have doubles of? I'm not sure the cause, but I have a .lod file that has two .def options, one of which is obviously wrong.

Don't know the cause, but Solitaire is right that two of the *same* files cannot both exist in the same lod, just the way it is. I have a feeling it is a capitolization error maybe, needs testing.

Good luck.

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fred79
fred79


Responsible
Undefeatable Hero
SCOURGE OF THE H-SEA
posted August 01, 2012 04:25 AM

ok, i don't understand what is not clear to you guys about this. so i'll give you an example. this is what i saw when i opened up my h3sprite.lod file:

AB01_.def
AB01_.def
AB01_.MSG
AB01_.MSG
AB01_.msk
AB01_.msk
AB02_.def
AB02_.def
AB02_.MSG
AB02_.MSG
AB02_.msk
AB02_.msk
AB03_.def
AB03_.def
AB03_.MSG
AB03_.MSG
AB03_.msk
AB03_.msk
ABF01B.def
ABF01B.def
ABF01B.MSG
ABF01B.MSG
ABF01B.msk
ABF01B.msk

and so on, and so forth, almost 1/4 of the way into the .lod. when i checked the .def files of the duplicates, they were the same picture. the EXACT same. are you telling me they should have cancelled one another out? because they sure as hell didn't. they were just like any other file in the .lod, they worked fine. speaking of doubles, there were a couple of files in the zeobjts.txt file that were duplicates. now, they may have meant something else, but i deleted them along with their duplicate, if i didn't want that object in the map editor. so, what's so hard to understand?

you guys tell me that this CANNOT happen. i tell you it DID. i saw it with my own two eyes. i DELETED the duplicates myself. they worked fine, i just didn't want to clog up my .lod file with (unneeded?) files. i did the same in the zeobjts.txt file. now, after deleting the duplicates, i have a problem. i guess, it is a unique problem that only i have to deal with, and solve. which i will, eventually.

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kegolo
kegolo


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posted August 01, 2012 04:48 AM
Edited by kegolo at 14:44, 01 Aug 2012.

Dude, don't take stuff so personally. A LOD is made so that conflicting file names of the same file type get rewritten. This isn't to say that the file type can become corrupt, or your lod is not working correctly, but seeing something with your own eyes does not mean it is legitimate. Here's what I have seen that can happen, but you can tell the wrong ones by the filter option... why not just re-download...

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solitaire345
solitaire345


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posted August 01, 2012 07:25 AM

Okay, Fred, I'm sorry. I just believed so much that there can't be two files with the same name in a LOD (so far no one managed to have two files in a LOD) and that's why we didn't understand you at first. The only way that I know to make a LOD have two files is to change file names in TOC using hex editor, but that will most likely result in severe instability of the game and as I understand your game worked fine. If you still have the original LOD with duplicate files, could you upload it somewhere? I'd like to see how does this file differ from LODs of other releases.
____________

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fred79
fred79


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Undefeatable Hero
SCOURGE OF THE H-SEA
posted August 01, 2012 04:02 PM

it's just frustrating when 3 people were telling me something wasn't true after i said it was. i'm not mistaken, if i wasn't sure of something, i wouldn't say it. anyway, enough of that nonsense.

my lod is fine, i can open that up in mma archive, and change things there. the problem lies in my zeobjts.txt file. i can't open it in objtxteditor, either version 1.6.21, or 1.6.26. i CAN open it with notepad, and txt edit. but neither one can do the things that objtxteditor can. and that's what i need. i'm currently working on adding h2 characters (to replace some h3 characters), and after that i plan on building my own town (per kegolo's awesome instructions). but i can't add the passability(sp?) boxes on all those blank defs from the "composed objects and npc.rar". so THAT'S frustrating. but i'll keep up, and keep posting if i'm stuck. like now. lol.

and solitaire, i appreciate the apology.

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kegolo
kegolo


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posted August 01, 2012 04:07 PM

Do you mean map creatures? Because as you probably have seen, they all have the same passability. So if you are just replacing creatures h2->h3 then just rename the map defs to the one you are replacing. No need edit anything in zeobjts. And if the order matters, the lines can be swapped in notepad without messing anything up.

Try this it's the ERA II 'beta' for the Succession Wars mod. All map creatures are replaced and in their correct order in the zeobjts. May save you some time.


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fred79
fred79


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SCOURGE OF THE H-SEA
posted August 02, 2012 05:59 AM

i think i already have that, but thanks. i'll give that a shot.

as for the map passability, i'm referring to map objects from "composed objects and npc". almost all(if not all) of the objects from the "composed objects and npc" doesn't come with their passability traits, it's just a picture. i've been having to change each one, every time i put a new object on the map. that's why i want to open the stuff in objtxteditor, to fix that problem once and for all. sadly, no luck.

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kegolo
kegolo


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posted August 02, 2012 06:24 AM

Unless you hacked my email then you don't have THAT version. This is not Mister Kalu's half baked work from 2 years ago. It is up to date, so enjoy.

If you are repeating your work you could always extract the def pictures and then use deftool to make new msg and msk files. Best idea would just be to get a working folder to mod with as it will save hours in the long run

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Salamandre
Salamandre


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Omnipresent Hero
Wog refugee
posted August 02, 2012 06:55 AM

Grayface editor patch allows setting passability directly in editor, no need to open zeobjts.txt.

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fred79
fred79


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SCOURGE OF THE H-SEA
posted August 03, 2012 10:31 AM

kegolo... oh my god... i ****ing love you, man. you're right, i DIDN'T have those h2 files... i think i'm gonna cry, dude. do you even know how much work you saved me? i was working off the old stuff, like you said. now... I HAVE EVERYTHING I NEED FOR MY H2 TRANSFERS. you are a god among mere men. really, man. thanks a ****-ton.

now that i have access to things that have made me squeal like a little rich girl at her birthday party(the one where she gets a pony, lol), i have a question for you, my man kegolo. i am looking for the succession wars version of "ZLAGPORT.DEF" from the h3sprite.lod, so that i can replace the pics i need to replace with the h2 stuff. but it's not listed in the succession wars .pac file(that i can find, anyway). am i missing something? will i need that for a complete transfer? i know this may be a dumb question, as far as the posts stating that you only need to change AVWATTAK.def, CPRSMALL.def, TWCRPORT.def, and UN44.def. if so, then what is "ZLAGPORT.DEF" used for? is it the map editor pics? if so, i will need to change those.

i have more questions still, but i will wait. one step at a time.

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fred79
fred79


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SCOURGE OF THE H-SEA
posted August 03, 2012 10:35 AM
Edited by fred79 at 10:36, 03 Aug 2012.

Quote:
Grayface editor patch allows setting passability directly in editor, no need to open zeobjts.txt.


thanks, salamandre, i'll give that a try. i have that downloaded, but not applied to the current h3 folder(i think). i can edit the passability now, but it doesn't save my progress with the object, i have to repeat it for each new object.

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fred79
fred79


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SCOURGE OF THE H-SEA
posted August 03, 2012 12:33 PM

k, found something new to ask about. kegolo, the creature defs you have in the .pac file, they are alot smaller than h3-type stuff (duh, it plays on a smaller screen). is there a way to resize all of the files of a .def at one go? or, do you have to do it one by one? and how to do either way(easiest way, hopefully)?

i have photoshop, and other programs, but i haven't started playing around with creature .defs yet...

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kegolo
kegolo


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posted August 03, 2012 04:53 PM

Don't thank me. Kivo has been doing all the graphics, and others are involved with stuff like that, I really didn't do any of that besides putting it together and making it work.

Anyways, ZLAGPORT contains the small pictures of dwellings used somewhere in the game that I forget, maybe the kingdom overview, but it is non-essential for sure. And we are not done with all the dwellings, so no need to edit a half-done file yet, which is why it was absent. Don't worry about it.

As for  creature resizing, a simple PS script can batch process all the frames of a def, but you will loose too much quality of the creature IMO. They are pixel art style, so blending when scaling up really isn't an option so you may just be stuck with smaller creatures. But I'd try just to see. I'm no PS expert so maybe there's a way to make them look nice. Some type of interpolation or something.

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fred79
fred79


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SCOURGE OF THE H-SEA
posted August 03, 2012 11:11 PM
Edited by fred79 at 23:14, 03 Aug 2012.

so, you guys didn't scale them down to get them to work in the confined space of "succession wars"? well, hell. i may just have to do all the defs i want from scratch, then. the battle defs are only smaller by so much, maybe less than a foot(in realistic size). the adventure map defs are a different story, tho. they are TINY. they look like the pets of the regular-sized guys, or midgets. how did you guys get them so small in the first place, or did ya'll just shrink the entire game down?

p.s.- i haven't worked with photoshop in at least 7 years, and when i worked on it then, it was only to make carnival mirror-style images, and freaky wallpapers of the movies "the shining" and "a clockwork orange". lol.

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kegolo
kegolo


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posted August 03, 2012 11:47 PM

Well map defs can be made from the frames of the creature defs, so that's not really a problem. Just choose the standing animation or something and size it down.

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fred79
fred79


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Undefeatable Hero
SCOURGE OF THE H-SEA
posted August 05, 2012 04:13 AM

of course, i should have thought of that. and i don't think resizing a little bigger for the battle defs will be too much of an eyesore. thanks.

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fred79
fred79


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Undefeatable Hero
SCOURGE OF THE H-SEA
posted August 06, 2012 05:15 AM

ok, i finally fixed my zeobjts problem! so everything is gravy except one thing- i extracted and converted a graphic from another game, and after alot of figuring out(and cursing blue blazes, lol), i changed the file into a PROPER def, added all the bells and whistles, created a zeobjts text for it, added it into both the lod and the zeobjts.txt file... but it doesn't show up in map editor.

now, it's in there, i can substitute another graphic for it, and it works that way(going into the lod to substitute), but it doesn't show up when i look for it in map editor (in dirt objects, sand, etc.). i have had other objects not show up (that others put in the lod before making it available for download, like a couple of mountain objects, some mines, etc), but i don't know why to that either. anybody can help with this one?

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kegolo
kegolo


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posted August 06, 2012 05:20 AM

Where'd you stick it in zeobjts?

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fred79
fred79


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Undefeatable Hero
SCOURGE OF THE H-SEA
posted August 06, 2012 06:09 AM

at the end. like the last walls i added. i update the number, also. opens in zeobjts, shows up in zeobjts AND lod. dont know why it doesnt show up in editor.

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Salamandre
Salamandre


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Omnipresent Hero
Wog refugee
posted August 06, 2012 06:36 AM

Can you please show a picture of objects editor opened and one of your objects in the list and highlighted? I bet you forgot to tick the right columns.

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