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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»
Ayreon
Ayreon


Famous Hero
posted August 09, 2012 03:17 PM

I have a slight question that would fit this topic as well. After having thoroughly read fred's problem and learning how that objtexteditor works for myself, I attempted to add two custom objects using the editor as well (coincidentally, both are walls too).

It actually all worked fine from photoshop to deftool to the objtexteditor, but when loading my map editor to see the result, I get the following error.



Does anybody know what's wrong?
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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 09, 2012 03:33 PM

Quote:
Could you upload both your txt's?


ZA

ZE

And Aeryon did you make the corresponding msk and msg files? My only thought. Also change config file in map editor patch folder to correct number of objects?

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Ayreon
Ayreon


Famous Hero
posted August 09, 2012 03:52 PM

Yes, msg and msk files are there. Exactly what number must I try to correct in the MadEdPatch options.cfg?

I see the following:
Quote:


[General]

Number of Monsters=197
Number of Artifacts=171
Number of Dwellings=109

Object Size=66
;  Size of objects in the Object Palette.




But the walls are neither monsters, nor artifacts, nor dwellings. Or am I thinking about the completely wrong file?

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 09, 2012 05:23 PM

Nope I have no clue then. I did not know what type of file you were adding, but I think, as you said, your file is not one of those that is listed in the config.

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Bersy
Bersy


Honorable
Supreme Hero
posted August 09, 2012 06:30 PM

Ayeron, replace the dll in root folder: link

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Bersy
Bersy


Honorable
Supreme Hero
posted August 09, 2012 06:39 PM

Kegolo, here are comparison results: link
result1.txt contains new items from zeobjts, which are absent in zaobjts.
result2.txt has on the contrary, only items missing (or changed) in zeobjts.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 09, 2012 06:47 PM

Maybe I'm not understanding fully, but I don't think this gets any closer to an answer. I know I changed a bunch of files within zeobjts, and those changes are not within zaobjts.

Maybe here is a better question: If I were to change all the passability in zaobjts first, and then rename that file as zeobjts, do you think that would work? I mean it's too late for me to do that now, but as it sounds like zaobjts is a subset of zeobjts, would that work?

The original issue still stands though. Editing one line of passability of AVCcasx0.def makes the editor fail. The zaobjts I posted should be from clear wog except for that difference, so it's something more fundamental.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 09, 2012 07:41 PM

kegolo, not sure if this helps, but, when i tried to change a castle def in map editor to another def(like i do with other defs if i feel like it), well, that doesn't work either. i think maybe the castle defs are somehow hardcoded into the map editor, i just don't know(and can't figure out) how. hopefully that helped any.

edit: that doesn't cause my map editor to crash though. trying to change a castle def (for me) just doesn't work, period.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 09, 2012 07:44 PM

Yeah I think the map editor works pretty straight forward, maybe you changed the wrong one (like there are 6 castle defs, but only the AVC***x0.def is the one to show up).

Something else I found out. If you put two entrances (two yellows squares) for a town, your town list has double pictures of the castles, so each entrance of a town must correlate to a town list position. At least interesting if not useful.

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Ayreon
Ayreon


Famous Hero
posted August 10, 2012 02:49 PM

Quote:
Ayeron, replace the dll in root folder: link


Thanks, that at least stopped the error from occurring whenever I put the object txt file in the correct folder, but unfortunately I have come to the discovery that my walls don't show up in the map editor still. I guess I did something wrong in the process. I'll be goofing around with the objtexteditor a little more, to see if I can make it work.
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Ayreon
Ayreon


Famous Hero
posted August 10, 2012 05:20 PM
Edited by Ayreon at 17:20, 10 Aug 2012.

Alright, I can't get things to work. I'd really appreciate it if someone could check this out for me. Shouldn't take too much time. Link contains def/msk/msg files of wall objects and the txt file in the Objects folder. I use it in a custom mods folder, because I'd like to use these in a custom map I have ideas for. Not sure if that changes anything, just thought I'd mention it.

Thanks in advance.

Link
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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 11, 2012 08:00 AM

Will I ever fully understand how the ZA and ZE relate? No, probably not. But more insight:

I deleted creatures I did not want in the map editor from ZE. No crash, worked just fine. Then I was playing a random map that had these creatures on the map. Eventually I attacked one, and the battlescreen started, but there was no opponent. Literally my creatures vs. an empty battlefield!

Before I could press anything, the battle ended and I got zero experience for winning (and the creature portrait that I defeated was a blank hexagon file, I forget the name of it I know which one it is though. One of the default things).

So they must be linked even more than I thought, because even when the creatures are in ZA for a random map, this is the result from deleting them from ZE. When I tried also removing them from ZA, crash on random map generation.

The struggle continues.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 11, 2012 08:08 AM

@Ayreon:

Walls
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted August 11, 2012 11:35 AM

Kegolo, I didnt see any place where zeobjts is used in game. Try to delete it at all.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 11, 2012 11:56 AM

@ ayreon- how did you create those walls? it looks like you took the walls that were already inside the lod and rotated them. i like the concept. too bad they don't mesh well when trying to lengthen them...

@ salamandre- what did you do to fix his walls? it looked to me like the same thing, but obviously they work now.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 11, 2012 11:58 AM

@ kegolo- that is a pretty interesting occurence. wonder what else it would let us get away with? just for sh*ts and giggles, of course.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 11, 2012 01:01 PM

Quote:
what did you do to


I burnt a rabbit fang to remove the curse, now ok.
____________
Era II mods and utilities

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 11, 2012 06:06 PM

Bersey I placed a copy of zeobjts from a clean version of wog into my data folder and it still persisted, but I figured it out. I put the adventure map low and high for unwanted creatures to be 0, but they still appear on the map for some reason... I made sure it is 0 for high and low in all 3 creature text files, but they still appear...

Should this happen or is something messed up for me?

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Ayreon
Ayreon


Famous Hero
posted August 12, 2012 05:48 PM

Quote:
Quote:
what did you do to


I burnt a rabbit fang to remove the curse, now ok.


Thanks for fixing the walls, Salamandre. But like fred, I too am curious as to what you did. The files seemed exactly the same as mine. What went wrong?
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solitaire345
solitaire345


Promising
Famous Hero
posted August 12, 2012 05:55 PM

Ahem.. Did you notice that def files are now in *.pac archive?
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