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Heroes Community > MapHaven Guild > Thread: Heroes of Might and Magic 3: Map Editor Unleashed
Thread: Heroes of Might and Magic 3: Map Editor Unleashed This thread is 2 pages long: 1 2 · «PREV
NeoEdik
NeoEdik

Tavern Dweller
posted March 25, 2017 08:05 AM
Edited by NeoEdik at 08:07, 25 Mar 2017.

And the rus. version of the editor will be?
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted March 25, 2017 01:15 PM

I'm afraid all I know of Russian is through translator besides the occasional word)

If you have a mapeditor which is already translated that you can share (for example I've found one for Chinese) then files can be merged to some extent to achieve translation relatively painless.

With regards to changelog and other details, I'm open to any contribution to share the mapeditor. To be perfectly honest, I wanted to make another beta version before sharing it elsewhere but I've found myself busy lately and haven't had time to progress much (although some has been made).
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Xyphistor
Xyphistor


Hired Hero
posted March 28, 2017 01:38 PM
Edited by Xyphistor at 23:27, 28 Mar 2017.

Awesome map editor

Is it possible to patch it for XXL etc maps?
If so, could you give me some instructions, I've trawled the forums for a while without any success...
EDIT: Finally found a link to patchmaps.exe that was still active, here:
http://heroescommunity.com/viewthread.php3?TID=32264&PID=869549#focus
Stuck the exe into my Unleashed Mapeditor folder and ran it, seems to have worked beautifully

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Baronus
Baronus


Supreme Hero
posted May 02, 2017 12:50 PM

New option is needed. Generation random map TO PICTURE GROUND! Ground is paint by graphic editor and convert by editor to map. We have option. But only ground. Next step is to generate random content. I think it will haste map projecting.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted May 02, 2017 02:42 PM

Baronus said:
New option is needed. Generation random map TO PICTURE GROUND! Ground is paint by graphic editor and convert by editor to map. We have option. But only ground. Next step is to generate random content. I think it will haste map projecting.

Well that's an interesting idea! A bit beyond my capacities but ...
It would also almost double the number of colours available to work with since you can place some obstacles that darken each of the original palettes which I've only seen done correctly in Way Home.


However I'm not entirely convinced it would speed up anything with current map generator because placement of obstacles is at best, random. You would get a similar result as by using the Obstacle Tool.


But I still like the idea.
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Baronus
Baronus


Supreme Hero
posted May 03, 2017 07:30 PM

I know we have brush, but only for obstacles. Its very poor and only one type objects. Full landscaping its another big thing! Very helpfull. You mustnt paint all details, you can only correct strategic things. Faster than using this brush is to generate some random maps and fit fragments to picture, and copy paste.

I think that random generator first generate grund next all. So it must be not to hard give for rmg picture ground and next rmg generate rest.

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Biobob
Biobob


Famous Hero
the Bobler
posted May 06, 2017 11:40 PM

Do we know how these brush options work, I mean, the way they decide which object is placed? If they choose the obstacles out of a pool that is listed somewhere, you could reduce that list to only include shrubs; this would make the progress of landscaping while  keeping the minimap clean faster

Also, a toggle 'make passable', which makes all objects you place completely passable, would help as well, although that is probably way harder to implement
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted May 07, 2017 02:39 AM
Edited by RoseKavalier at 02:39, 07 May 2017.

To be honest, after having thought of it for a few more days I feel the only difference between current RMG maps and RMG-maps-with-pictures will be the minimap. The rest will be just as bad and you will still need to fill in everything as before to make sense out of it.

The option which is more interesting to me is to create maps with 19-colour palettes (with most obstacles you get 2 shades for every terrain except Rock). Then you fill in the rest as you like.

###

Regarding the brush tool, I've never looked into it but a dirty hack for that might just be to edit ZEOBJTS.TXT and change the type of the object to shrub/flower/nothing/... so everything looks invisible on the minimap. Might also need to edit RAND_TRN.TXT as it gives chance of objects being next to each other, overlap, etc.
suggested read)

Furthermore, you can probably edit ZEOBJTS.TXT and remove all the types of obstacles you don't want for appearances. You can also make them all blank if you follow the link I posted to see the procedure.

Note - I haven't tested this, just some google-fu and guess.
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Baronus
Baronus


Supreme Hero
posted May 07, 2017 08:28 PM

No. Not only minimap is difference! Its a lot of uses. You can fast convert maps from heroes I to IV without do it point by point. You can resize small maps to biggest using the same shapes. Eg. Heroes Chronicles and other campaign rescaling. I try RoE camp. but it resized only ground. Rest I must manually...  Practically all because ground painting is fastest thing in map creation. And its imposible because no one has so much time. HCh its 54! maps. RoE about 30 I think..

You can convert lands you want from picture... And its fast lanscaping. You mustnt put manually all point by point, all tree, stone, mushroom... You only correct roads, castles, mines and strategical elements. Its very useful. Manualy created map its 3 months. Using this method I think you will do all corrections in 1 day. And its possible correct RMG not to generate map full of prisons, serpentfly banks, dragon cities etc. And if we have picture ground opition, random landscaping ils logical complete.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted May 07, 2017 11:05 PM

Baronus said:
No. Not only minimap is difference! Its a lot of uses. You can fast convert maps from heroes I to IV without do it point by point. You can resize small maps to biggest using the same shapes. Eg. Heroes Chronicles and other campaign rescaling. I try RoE camp. but it resized only ground. Rest I must manually...  Practically all because ground painting is fastest thing in map creation. And its imposible because no one has so much time. HCh its 54! maps. RoE about 30 I think..

You can convert lands you want from picture... And its fast lanscaping. You mustnt put manually all point by point, all tree, stone, mushroom... You only correct roads, castles, mines and strategical elements. Its very useful. Manualy created map its 3 months. Using this method I think you will do all corrections in 1 day. And its possible correct RMG not to generate map full of prisons, serpentfly banks, dragon cities etc. And if we have picture ground opition, random landscaping ils logical complete.


Converting maps is another whole beast of which I know very little about. Not that I know much about making a map from a picture

I know however that similar project was done converting vanilla maps to HDEdition maps:
http://heroescommunity.com/viewthread.php3?TID=41548
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oqix1
oqix1

Tavern Dweller
posted July 03, 2017 06:39 PM

Hello,
First of all Thank You this is great editor.
Secondly I do have a question:
Is it possible to add/map objects from New Objects patch 1.09 to this editor in some way? I do have few maps that I'd like to expand, but all of them has objects from 1.09 patch and new editor says that some DEFs are missing when I'm trying to open them.
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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted July 03, 2017 10:11 PM

Yes, I added some which were missing, e.g. the player flags.
Use MMArchive to add them and also add them through ZEOBJETS.TXT while adjusting the number at the top of the file to reflect the changes (1 new file -> +1 ...).

If you don't have the .msg and .msk files, use h3deftool to make them otherwise they won't show.

It's quite a bit of work if you have a lot of them, maybe there's a faster way with WoG tools but I don't know...
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bloodsucker
bloodsucker


Supreme Hero
posted July 04, 2017 01:41 PM

If the editor is based on the WoG editor it should be possible to add the Objects Patch in the Era Mods and then work from there. Era patches add the objects themselves, if the Mod for them is active.
Can be easily tested but I'm not in front of my own workstation.
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oqix1
oqix1

Tavern Dweller
posted July 05, 2017 11:55 PM

Thanks,
I'm not exactly sure how I did this but it's working now.
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Lee_Dailey
Lee_Dailey

Tavern Dweller
posted July 10, 2017 09:21 AM

looking for HOMM 3 map data structure info

howdy RoseKavalier,

i've been wanting to dig into the data structures of a map that i found. something to show the towns and their info so that i can see what is set to what.

would/could you please point me to a doc on how the map file is organized? seems likely i could write a script in python or powershell to grab the info and let me see it displayed in what ever way works for me.

in any case, thanks for this editor! it's helping to keep me entertained. [*grin*]

take care,
lee

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted July 10, 2017 02:30 PM

Lee_Dailey said:
howdy RoseKavalier,

i've been wanting to dig into the data structures of a map that i found. something to show the towns and their info so that i can see what is set to what.

would/could you please point me to a doc on how the map file is organized? seems likely i could write a script in python or powershell to grab the info and let me see it displayed in what ever way works for me.

in any case, thanks for this editor! it's helping to keep me entertained. [*grin*]

take care,
lee


Most thorough .h3m file description I'm aware of:
h3m description

If you can understand Russian: use ProspectorRT on the start save.
ProspectorRT

It apparently gives a lot of info - I haven't tried it.

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Lee_Dailey
Lee_Dailey

Tavern Dweller
posted July 10, 2017 06:17 PM

howdy RoseKavalier,

the 1st one is pretty much what i was seeking. thank you! [*grin*]

take care,
lee


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bloodsucker
bloodsucker


Supreme Hero
posted July 11, 2017 12:04 PM

@RoseKavalier, I see what you were talking the other day, all hero screen is drawn at the same point, without reference to the specialty. Whatever Slava and his team used to create the specialty structure was built somewhere else and will not be easy to be added to it. Thx again, this doc helps a lot with making more reasonable purposes to HotA team.

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted July 11, 2017 02:18 PM

bloodsucker said:
@RoseKavalier, I see what you were talking the other day, all hero screen is drawn at the same point, without reference to the specialty. Whatever Slava and his team used to create the specialty structure was built somewhere else and will not be easy to be added to it. Thx again, this doc helps a lot with making more reasonable purposes to HotA team.


What are you trying to achieve?
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