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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Fred79's Object Patch
Thread: Fred79's Object Patch This thread is 66 pages long: 1 10 ... 18 19 20 21 22 ... 30 40 50 60 66 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted May 11, 2015 10:06 PM

the naming convention for the patch will be as follows:

F X1 X2 X3 X4 X5 X6 X7

X1, X2= terrain assignment [ Di, Sa, Gr, Sn, Sw, Ro, Su, Vo, Oc, Al (all-terrain), To (towns), Mo (monsters), He (heroes), Ar (artifacts), or Tr (treasure)]

X3 = object, resource, or terrain (O, R, or T)

-IF RESOURCE OR TREASURE, NAMING CONVENTION IS DIFFERENT:
F X1/X2(terrain) X3/X4(resource), X5/X6/X7(number); since there will never be more than 999 of any specific resource/treasure-

naming convention for resources/treasure:
Wo (wood)
Me (mercury)
Or (ore)
Su (sulfur)
Cr (crystal)
Ge (gems)
Go (gold)
Si (silver/mithril)

X4, X5, X6, X7 = number of object/terrain(if not resource/treasure)

so, if it was a terrain patch under swamp, it would read:

FSWT0001

if an object under ocean, it would read:

FOCO0001

if sulfur resource:

FTRSU001
---------------
notes:

1. all non-interactive animals(decorations only) will fall under "heroes".

2. anything not included in FREDOBJ.txt, will be listed in readme file(ie: roads, heroes, town dwellings, etc).

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 14, 2015 08:16 AM

i added 2 jumping dolphins. i'm working on adding the first shark fin(just need to add the surface movement animation). i've also started fixing the jumping swordfish; all i need to do is add the splash effects for it.

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husham123
husham123


Famous Hero
Yes
posted May 14, 2015 12:53 PM

Link is dead.
Re-update it.
____________
What the darn-diddily-doodily did you just say about me, you little witcharooney? I’ll have you know I graduated top of my class at Springfield Bible College, and I’ve been involved in numerous secret

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 14, 2015 11:25 PM

husham123 said:
Link is dead.
Re-update it.


a "please" would be nice. you ain't my boss, boy.



odd, that the link is dead. the patch is still in my mediafire acct: FRED'S OLD UPLOAD
____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 14, 2015 11:33 PM

i ran into an issue with my latest work. after adding the dolphins, shark fins, and a swordfish, the ocean is no longer animated in-game. it's animated in the map editor, though. and even after removing the 5 defs from both the .lod and the zeobjts.txt file, the issue still occurs.

anyone know what the problem might be? i had just reached object number 6710 in the zeobjts.txt, but i don't think breaking any unseen number barrier would create this problem...


i played the game not long ago, and didn't have the issue then. it was only noticed after going in-game to check to see if the new animal animations flowed correctly.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 15, 2015 08:27 AM

You should never have any modified zeobjts.txt, for a start. This is original file and should stay untouched in H3sprite.lod. Then use .pac for your mod lod and a folder called Objects with a txt file "My objects".

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 15, 2015 08:51 AM
Edited by fred79 at 08:53, 15 May 2015.

that's what i plan on doing, once i get the new patch up and running(i surely dread remaking my maps). i've never had this issue before now, though(with the 5,000 or so other objects that have been replaced over and over); so tampering with the zeobjts.txt is most likely not the issue(especially since i learned long ago to use the proper tool to change the .txt files).

anyone have any experience with the ocean suddenly being unanimated in-game? whoever can solve my little dilemma can have the 2 dolphins and 2 shark fins in advance.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 15, 2015 11:27 AM
Edited by Salamandre at 11:28, 15 May 2015.

Mods (especially graphical) should have their own objects.txt and not use zeobjts original. Because when you add new files over original, you may erase some (Mm archive does NOT warn about), or you may delete (same issue), hence probably the error you get.

There is no reason a def is animated in editor but not in game except fredish lod manipulation, as you so much enjoy it.

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husham123
husham123


Famous Hero
Yes
posted May 15, 2015 11:33 AM

Alrigjt, then, will you PLEASE update the new link ?
____________
What the darn-diddily-doodily did you just say about me, you little witcharooney? I’ll have you know I graduated top of my class at Springfield Bible College, and I’ve been involved in numerous secret

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 15, 2015 04:23 PM

Salamandre said:
Mods (especially graphical) should have their own objects.txt and not use zeobjts original. Because when you add new files over original, you may erase some (Mm archive does NOT warn about), or you may delete (same issue), hence probably the error you get.


i appreciate you repeating yourself, but this doesn't exactly help me. telling me to not do something, after that something was already done, won't fix the issue now. your advice, when i need help, is the equivalent of me having a gunshot wound, and instead of treating me for shock/bleeding and/or taking me to a doctor, you tell me: "people shouldn't play with guns". i still have a gunshot wound, sal.

Salamandre said:

There is no reason a def is animated in editor but not in game except fredish lod manipulation, as you so much enjoy it.


i already specified: all i did was add 5 defs. after the problem was discovered, i removed those 5 defs(and just those 5 defs). the problem persists, hence my posting of needing help, here. i didn't delete anything i shouldn't have. if i had deleted "watrtl.def", then the game wouldn't even load, most likely. and that isn't in the zeobjts.txt file.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 15, 2015 04:32 PM

Believe me, I hate repeating, but there is no other response to someone who constantly does things the wrong way. Now, if you get a better response while the only detail you specify is placing defs where they shouldn't, good luck.  

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 15, 2015 11:32 PM
Edited by fred79 at 21:37, 16 May 2015.

the only other time i ran into the issue with the ocean not animating in-game, was when i tried fixing some of the watrtl.def frame borders. but then, the ocean froze in the map editor, so i knew it wasn't going to work in-game.

that was when i tampered with the one file that would make that issue come up(that i know of). i reversed what i had done, and the issue went away. i haven't tampered with the ocean def since, and have enjoyed an animated ocean ever since then(until now, out of the blue).

so, if the issue NOW is that the ocean is animated in the map editor, but NOT in-game...

anyone have any ideas? hypothesis?

if no one here knows the answer, what i'll do is use lodcompare to compare my backup with the current. there shouldn't be much difference, but i'll report back if i find an answer to my problem. i doubt i will find my problem there.

----
still haven't found what's causing the issue. i'm dead in the water until this is fixed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 17, 2015 12:18 AM

What about you upload the def and the code you used in zeobjts.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 17, 2015 03:41 PM
Edited by fred79 at 18:31, 17 May 2015.

edit: the issue that remains is a small one. every 6th frame in the ocean animation pauses for one second(in-game). in the map editor, no pause in animation. so that gives me the answer to the question i posed before.

the defs themselves aren't the problem, as i added them back. i made other changes in my computer instead, but i'm not sure if they had any impact on the ocean animation. all i know for sure at this point is, is that it works at this point, but in the way i mentioned above. so now i'm considering other reasons why the ocean animation is acting erratically. i've gone into the registry, to seek out problems there; as well as changing the settings for the program itself.

i remembered that i hadn't played the game since my niece(recently) wanted to play an old map(one that hadn't been updated with any of the new work), so i fixed one of those maps, added it to the map folder, and she played it. i figured that the issue might stem from a crossed compatability issue, between my old .exe and the newer one(she might've clicked on the wrong .exe), so that's why i delved into the registry. i'm optimistic that i'll eventually find the issue.
-------

well, i removed all of the HotA installs, the LoRD install, and any other heroes.exe's not in the play folder, to cancel out the possibility of any compatability issues. still no dice.

so, i guess i'll pose the question again: anyone else see the ocean animation frame pause in-game? every six frames, a pause for one second?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 17, 2015 11:50 PM

fred79 said:
i ran into an issue with my latest work. after adding the dolphins, shark fins, and a swordfish, the ocean is no longer animated in-game. it's animated in the map editor, though. and even after removing the 5 defs from both the .lod and the zeobjts.txt file, the issue still occurs.

anyone know what the problem might be? i had just reached object number 6710 in the zeobjts.txt, but i don't think breaking any unseen number barrier would create this problem...


i played the game not long ago, and didn't have the issue then. it was only noticed after going in-game to check to see if the new animal animations flowed correctly.


Maybe, you aren't rebooted your computer at last two weeks.
It's odd bug, but it exists

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 18, 2015 06:46 PM

i rebooted my computer after every change(or group of changes) i made. i turn my computer off whenever i'm not using it, too.

when you say it's an odd bug, but exists, does that mean that you've witnessed it yourself? does anyone else have it, and have they tried anything to fix it?

more importantly, was anyone successful in fixing it, if they did have it? and if so, did they find the issue/set of circumstances that caused the flawed animation in the first place(and just how did they go about fixing the problem)?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 22, 2015 02:27 AM bonus applied by Corribus on 28 Jun 2015.
Edited by fred79 at 07:22, 11 Jun 2015.

guess that's a no-go on info relating to the last post.

i started working again(1st time this whole week). i added a sea-barrel, that when scripted, will contain resources(except wood and ore. i haven't yet figured out something that floats, that will contain ore). this way, a mostly water map will have better resource availability. i have only one made so far, with 3 more(different directions) to be made. i've also been gathering what i need to make different flotsam/chests, as well. now that i made my first floating resource object, the others will come easier.

--------
i have 3 barrels made now(the vertical one i animated myself):

-------
the barrels are done. i fixed the animation on the first two i did, and fixed the animation on the two pointer fins(they're slower, and look better now). i also added another sulfur crystal resource(and am gearing up to fix the other 3).
-----
did work on the sulfur crystals, and added 5 beached(mostly buried) barrels. then added all of the stuff i made lately to my upload folder, to keep everything up to date.

i started work on a new beach dune set(because i don't like the desert dunes; cactus doesn't belong on a beach), as well.
---------
found a flaw in my naming convention while renaming, or at least something that would make this job more difficult. so i revised the naming convention(changes in bold):

F X1 X2 X3 X4 X5 X6 X7

X3 = functional, decor, resource, or terrain (F, D, R, or T).


x3 now has "functional/decor" assignments, where before it was only "object". this will help the order of things. it will also make it easier to know what's what, when i'm putting the objects.txt file together. i have to go back and fix what i've already named, but at least it will be more orderly, and easier to discern later.

=======================================

been busy(been sick, so i haven't been out). i've worked on the patch update, fixed a grip of original(and WoG) ocean and other various objects, added more ocean objects/creatures, fixed a set of crystals, added more artifacts(graphics) to the lineup, added more terrain patches and fixed others(replaced the cracked ice, fixed another; fixed 2 sets of jungle foliage; and added kudzu vines for jungle environment stuff i'm currently working on)... i think that's it?

i've also been organizing all of my raw material; consolidating it all by category and such, instead of merely by source. i have so much left to add.

forgot, too: i was waiting before, for others to consider releasing stuff i've worked on in their own mods. since that is just holding up my patch release, i am going to release whatever quality stuff i've worked on in my object patch; and whoever wants to use it in their own mods, can. per usual, just a quick note in their readme(or whatever) will be sufficient enough thanks. i have stuff that more than one team(who have expressed interest) might want to use in their own uploads, so it doesn't make sense for me to wait and send them uploads personally. i have 4,529 defs; more or less, to release. they'll be able to go through all that at their own leisure. it will be much more organized this time, though; so it'll be easier to find whatever.


some screens/gifs to display what i've been working on:

first up, newer dragon terrain stuff(just the mountains, grounds, and a mine for now):


a jungle environment(i am prepping a whole set of jungle trees atm, the ones in the screen are for a different terrain):


new cracked ice(and other snow terrain patches(sorry if the gif is out of focus. photoscape isn't able to handle large-frame gifs):
too large apparently, so link instead

ocean object work(i added surf break to the old HoMM3 sea chest, and played with the old flotsam so that it looks better and bobs beneath the waves like the new flotsam. also added my first two mermaids in the ocean[took 3 tries to get the fin animation right]. the dolphin is an animated jumping dolphin, and not a hovering one):


shark jaws work(i stopped caring for the bleached look, and opted for a more natural look for shark jaws that might be found along a beach[not really, cartilage breaks down, but whatever]. the in-game frame displays the older versions, the map editor versions are the new):

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted June 12, 2015 03:55 PM

Awesome work, as always. Can't wait.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 12, 2015 04:18 PM
Edited by LizardWarrior at 20:42, 12 Jun 2015.

It looks f***ing awesome dude Those things look so great, you must have spent days doing all these objects, respect

IMO Fred deserves another QP

Quote:
[not really, cartilage breaks down, but whatever]


Maybe they're not shark jaws

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted June 12, 2015 04:21 PM

Great work by Fred, as always

LizardWarrior said:
IMO Fred deserves another QP


+1

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