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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 2 3 4 5 ... 10 20 30 40 50 60 ... 62 63 64 65 66 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 04:01 AM

Can you move all the new defs into a new pac file? Then I think bersy can create a batch to generate names  for txt files, without having to enter each one by hand.

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fred79
fred79


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Undefeatable Hero
posted October 28, 2021 04:43 AM

literally all the defs in h3sprite, or just the objects?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 06:15 AM

All the objects you changed or added, so you can distribute as mod. Then it needs an objts.txt (or whatever is called), if you don't have one bersy can probably create a batch file to automatize.

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fred79
fred79


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Undefeatable Hero
posted October 28, 2021 08:50 AM

but that won't help with the maps release at all, and that's my goal here. the only reason i ever modded objects was for my maps. that's what i'm trying to share.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 08:53 AM

How that, all my maps also come with their own objects, what's different. Look, your thing  is simple:

1) Place all objects in a pac file
2) Make mod by adding Data folder with txt files and such
3) When release map, either you attach the pac to it or direct the player to your graphic mod link.

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fred79
fred79


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Undefeatable Hero
posted October 28, 2021 09:49 AM
Edited by fred79 at 09:51, 28 Oct 2021.

but all the objects in my maps are named after what i replaced in my lods; not from any naming convention. the naming convention i only used for my objects patch; i don't use that, myself. do you see what i'm saying? renaming objects isn't going to work with my maps, because they're already placed with current names; changing those names will make my maps run substandard vanilla graphics, which won't look as good as what i'm using now. and the whole point of improving graphics was so i could make the maps look optimal. unless there's some kind of workaround with the naming convention where (current "abc.def" = "newnamingconvention.def")?

i appreciate you taking the time to help, btw. i truly do. i want to share what i've been working on for over a decade.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 11:18 AM

Just isolate all your objects in a pac, so they don't mix with vanilla ones, otherwise your mod will make 900 Mo.

Names aren't a problem, unless you did something really weird I can't think of now. Upload that and I will take a look.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 28, 2021 11:42 AM

the vanilla defs have all been replaced with mine and other's work; with the same naming convention; including the wog defs. everything has been swapped out with custom work, even some terrain def work. the only defs that have their own names, were defs not originally in the vanilla or wog versions.

it looks like the only way these maps will be released(and for players to play them), is to have a seperate era 3 folder for just my maps, then. but honestly, once they play with the graphics i use, they'll not likely go back to the original versions, unless they're homm3 purists. i just don't see how anyone would want to play with anything other than optimized graphics. even if you're strictly a player and not a modder, it just makes the game better to play with better graphics, imo.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 11:48 AM
Edited by Salamandre at 11:52, 28 Oct 2021.

I don't know why you keep insisting on names. They don't  matter, the game will run whatever the names are, whatever your replaced, whatever... if you used same names as vanilla graphics, thet doesn't matter neither, your mod will get priority; all you need is upload a pac with all your defs so someone can create the list by using automatic batch.

Well, good luck.

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fred79
fred79


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Undefeatable Hero
posted October 28, 2021 12:35 PM

ok. i'll compile everything and send you a link. it may take a little bit.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 28, 2021 01:54 PM

question. i've never compiled a mod like this before, and i tried looking through the files i have of others' comparitive work, but i'm not finding what i need.

can the pac file contain the lods themselves, or do i have to unpack every lod(def,bitmap,sound) into the pac by itself, in the data folder?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2021 03:25 PM
Edited by Salamandre at 15:31, 28 Oct 2021.

The closest to what you have is Atlantis mod, which basically changes all the graphics in the game. Unrar it on your desktop and see how is done, is not hard.

It has same structure as the game itself,

Mod folder and inside:
Data (pac/lod, sounds), s folder (scripts)
Map folder with map
json file (made by mod manager) with mod name, version, author, link

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 28, 2021 03:37 PM

that's the mod i was looking for in my files, but i apparently removed it awhile back; probably while getting rid of anything i don't use. i still regret doing that; as i ended up needing some of it later.

thanks.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 29, 2021 01:49 PM
Edited by fred79 at 13:57, 29 Oct 2021.

sorry i'm taking so long, had a delay, unrelated to the work at hand.

i have everything properly compiled and ready to make the upload for you, but i'm currently stuck, because i don't understand how to make the .json file. when i pull up the mods manager program, it only shows me what's already installed; not how to create a new .json file.


also, before i forget again, i have 3 or more objects(just a few) that i need scripted, where i don't have the knowledge needed to make them.

essentially, there's only two objects i can think of off the top of my head that are actually new, that need scripted:

1. sea barrels containing resources, instead of gold, like sea chests. i need the exact same setup as a sea chest, only with everything BUT gold in them.

2. creature eggs; where you have a 50/50 chance to either not have to fight, or fight 1 creature, for a reward of 1 of those type of creatures. i'll need text added for these(per type), as well.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2021 01:53 PM

Don't bother with that, I can do it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 29, 2021 01:58 PM
Edited by fred79 at 15:04, 29 Oct 2021.

sorry, forgot about this(revised that post before seeing your reply):

also, before i forget again, i have 3 or more objects(just a few) that i need scripted, where i don't have the knowledge needed to make them.

essentially, there's only three objects i can think of off the top of my head that are actually new, that need scripted:

1. sea barrels containing resources, instead of gold, like sea chests. i need the exact same setup as a sea chest, only with everything BUT gold in them.

2. creature eggs; where you have a 50/50 chance to either not have to fight, or fight 1 creature, for a reward of 1 of those type of creatures. i'll need text added for these(per type), as well.

3. solo green, gold, red, and black dragon arenas(similar to dragon utopias); where you only fight that dragon type, for a lesser or greater reward, depending on the type of dragon.






edit: ok, compiled the upload. had to create a new depositfiles account, since i have no idea what email address i used to sign up with the old one, so i can't retrieve the password for it(it's been years since i signed into depositfiles ). a link will be in your hcm shortly, as soon as it's done uploading. looks to be 335 mbs.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2021 02:51 PM

Both your maps use same scripts?

If not, I suggest release separately. Once the mod is compiled I can add scripts for each map.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 29, 2021 03:06 PM
Edited by fred79 at 15:36, 29 Oct 2021.

Salamandre said:
Both your maps use same scripts?

If not, I suggest release separately. Once the mod is compiled I can add scripts for each map.


yes, both maps use same spell/creature scripts(all my maps do). they have to; as that's how my lod is set up. also, waiting on depositfiles for your hcm link now.

at 3570%. i wonder if my internet speed will be sufficient for college...


your hcm is now in the mail, sir.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2021 04:32 PM

in Data:s folder there are all scripts from wog, are there any modifications done to them?

If I remove all, the game will read the same scripts from Era.

Also, is Morn script mandatory to your maps?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 29, 2021 04:45 PM

sorry, i forgot about that. i had to remove script pieces from the wog scripts because they were causing map crashes in 1.8; not sure it would do the same in era 3(i haven't tested it in era 3 yet, but today i might be able to work it in around my college application stuff). as for the morn scripts, i forgot i left that in there after removing the morn.pac(which never worked for me anyway).

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