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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 ]
fred79
fred79


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and a cynical dick.
posted August 06, 2012 12:51 AM
Edited by fred79 at 00:56, 06 Aug 2012.

here you go. not sure how this would help tho...


hope i did that right i did! i did do it right!(add the picture, that is. lol)

I HAD THE RIGHT COLUMNS TICKED BEFORE, BUT I THOUGHT IT DIDN'T MATTER, SO I UN-TICKED THEM. WILL TRY AGAIN. THANKS, SALAMANDRE!

EDIT #3- AND NOW I KNOW HOW TO PUT MY OBJECTS WHERE I CAN EASILY FIND THEM. THANKS, MAN.

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Salamandre
Salamandre


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posted August 06, 2012 12:55 AM
Edited by Salamandre at 00:59, 06 Aug 2012.

Tick one of the empty boxes on right then look at appropriate column. I am not sure you can save after ticking, I recall we have to delete object, then add again with right properties. Better test one, see in text editor what changed in code and add this for all in notepad.

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fred79
fred79


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posted August 06, 2012 12:58 AM

yeah, i got that now, thanks a ton, man. now, i have much more work to do, to put my stuff where i can find it better.

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fred79
fred79


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posted August 06, 2012 01:00 AM

ohh. thanks for telling me that, before i went to a ton of work.

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Salamandre
Salamandre


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posted August 06, 2012 01:05 AM

Left boxes is about on which terrain the object can be placed. Right boxes is about in which column the object will be visible in editor. In 99% of cases you will have to tick only one, only a few objects are available in more than one column (wells, market places)

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fred79
fred79


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posted August 06, 2012 01:08 AM

and, just to clarify, when you say i have to delete an object, and then re-add it, you're talking about the txt for the file in zeobjts, or in the lod also?

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Salamandre
Salamandre


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posted August 06, 2012 01:11 AM

Only object editor. I recall we can't modify and save and existing object without deleting it first. Means you have to use right settings the first time. But not 100% sure, it has been a while I did not use it.

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fred79
fred79


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posted August 06, 2012 01:20 AM

dude, i had one of those *duh* moments. i had been trying to add objects into the zeobjts.txt file by creating a new zeobjts, then transferring the info over, then changing the number at the top manually. but now that my zeobjts.txt works, what i have to do is open the data\zeobjts.txt file, then add a file to the end, input the right properties and name it, and zang! it's in the editor. thanks, salamandre!

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fred79
fred79


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posted August 06, 2012 02:13 AM

ok, lol. new problem. the files that i loaded are too big (the object, compared to the hero players def files). i tried resizing them with ms paint, but when i try to make the def from the bmp, it comes out as a bunch of random spaced lines. i looked at it under the "reposition" tab in deftool, and the squares aren't lined up, the size of the def is making some of the(for map)squares cut off.

if what i wrote makes any sense to anybody, what are the sizes of the squares themselves? and how can i fix it so that my pic is the right size in map editor, but the spacing is right too, for the def to look like a picture?

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Salamandre
Salamandre


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posted August 06, 2012 02:21 AM

Deftool refuses to even save any bmp not sized 32 and multiples of 32, the limit being 256x192, you can't have bigger. If not clear, upload your def, what you say is not very understandable, better to see.

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fred79
fred79


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posted August 06, 2012 07:49 AM
Edited by fred79 at 20:16, 07 Aug 2012.

Edit: problem solved.

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fred79
fred79


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posted August 06, 2012 08:04 AM
Edited by fred79 at 20:14, 07 Aug 2012.

ok. photoshop works. so now i can resize things smaller. now to see if making the h2 creatures a little bigger will be easier... lol, probably not.

EDIT: on a related note, does anyone know what makes the passability of objects in the editor function so that new walls you added in the game can be set next to each other (i.e. having the wall go on for more than one picture)? i'm having trouble with a wall that doesn't want to act right, i can place it on a map, but when i try to extend it out, and make it look natural, it wants to jump a couple of tiles, so that there is a huge gap. is this something to do with object placement(read: repositioning)within the tiles of a def file? or is it the mechanics of the game itself?

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Salamandre
Salamandre


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posted August 08, 2012 02:54 AM

Yes, this is manual work and often it can't be solved. To connect walls they must have precise size and angle, or will never work. Look at walls from "composed objects" or "1.09 patch" to see examples.

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Kegolo
Kegolo


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posted August 08, 2012 11:28 AM

Ok now something I don't know. I have all the passability correct for the editor using zeobjts, works as it should. I would like random maps to similarly have correct passability, so I edit zaobjts. When I put in the exact same passability as in zeobjts, I get a "divide by 0" error when creating a random map.

The files I am editing are the map castles, so the AVC****x0.def files.

I have found that if I move the whole passability of the object 1 row down (as the first row is blank for my castles) then there is no crash, the the castles are offset strangely, up and to the left from where they should appear.

Has anyone else had this problem, or know how to fix? Sorry I didn't take screenshots.

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fred79
fred79


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posted August 08, 2012 11:43 AM

@ kegolo- sorry man, that's too advanced for me, yet... maybe salamandre has an answer for you.

@ salamandre- but... i'm talking about a wall from the composed objects and npc. specifically, the defs "wall01.def" and "wall02.def" are the ones giving me problems. the horizontal one, "wall03.def" works right, as does the "wall04.def"(the vertical one). it's the canted ones that are being c**ts, lol.

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Salamandre
Salamandre


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posted August 08, 2012 11:59 AM

The walls are working ok, only the vertical one has problems which could not be solved. As far you can complete all fortifications without using even once a vertical wall, so why bother.


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Kegolo
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posted August 08, 2012 05:24 PM

Maybe you know this Salamandre:

I fixed a ton of passability in zeobjts last night and now I want those changes in random maps, but would not (or couldn't) go back through zaobjts and repeat all the changes.

So I tried simply renaming zeobjts to zaobjts, but this causes randomly generated games to crash. Any clue what files can only be in one or the other, or why this would happen?

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Salamandre
Salamandre


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posted August 08, 2012 06:14 PM

I have no idea, sorry. Here is a phd/phc file which will show exactly the differences between one text and the other. I ran it to show differences between zeobjts and zaobjts and it came up with 225 different lines, I guess you screwed it when cloned.

LINK

Rename your zeobjts to new.txt and zaobjts.txt to old.txt. Place them in folder, run crtraitdiff.phc (you can rename it to zeobjtsdiff.phc, I used it previously to compare crtrait, does not matter).

The differences will be written in result.txt.

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Kegolo
Kegolo


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posted August 08, 2012 09:45 PM

I will try that later but I think there is actually some deeper difference between the two. For example, if you make the passability of a town grey on the bottom line (so no entrance or red squares), then the random map generator will crash. I feel it must calculate object positions or something like that based on things we do not know in order to make the random maps correctly.

Having seen this, I deleted every object that was not on the "bottom" but still a crash, so I'll keep testing, maybe find an answer, maybe get bored.

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Bersy
Bersy


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posted August 09, 2012 05:41 AM

Could you upload both your txt's?

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