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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted February 19, 2018 12:30 PM |
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Edited by NimoStar at 15:40, 19 Feb 2018.
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Very cool.
Can you change any object into any other object with this editor?
Change object passability?
WOG editor had these but created file corruption and unusable maps after a while :/
(I see it has them but it seems to be the same editor, which may cause map corruption)
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted February 19, 2018 01:12 PM |
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Well can we edit some victory conditions?
Accuire Artifact, Transport Arifact, Build Grail to be only victory condition.
These dont have optional option: Allow normal victory.
Same for Losing Condition like Losing Hero with time limit or lossing more than 1 main hero(AB/SOD Campaign)
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted February 19, 2018 03:32 PM |
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Edited by NimoStar at 15:44, 19 Feb 2018.
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If you want those conditions alone make an AI opponent that can never be defeated. Put it into an isolated inaccessible place and voilá. Then only the "special" victory condition will be achievable.
***
PD: it says "non-buggy" SoD available sprites have been added (I guess this means sphinx, etc.)
What happens if "buggy" sprites are added? Just some ugly graphics, or some adverse effect?
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RoseKavalier
Admirable
Supreme Hero
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posted February 19, 2018 03:39 PM |
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Xyphistor said: This may not be possible, but is there any chance of fixing the Windows multiple-monitor display issue in this map editor that's fixed everything else?
Here's the link to my post when I first discovered it back in 2014:
http://heroescommunity.com/viewthread.php3?TID=22928&PID=1210147#focus
It still exists with Windows 10
I noticed this a few years back. The one partial fix I've found is to turn on Terrain Animation ~ then all water tiles get updated. It's not a good solution (heck, it's not even a working solution) but it means that a solution should exist. I'm not well-versed in WinAPI to take a guess as to exactly why but I know someone who just might. Maybe a bug in detecting the window's focus on secondary monitor.
NimoStar said: Very cool.
Can you change any object into any other object with this editor?
Change object passability?
WOG editor had these but created file corruption and unusable maps after a while :/
It has the same capacity as WoG editor in that regard, being a spin-off of it. Some objects should not be tampered with, like Towns.
zmudziak22 said: Well can we edit some victory conditions?
Accuire Artifact, Transport Arifact, Build Grail to be only victory condition.
These dont have optional option: Allow normal victory.
Same for Losing Condition like Losing Hero with time limit or lossing more than 1 main hero(AB/SOD Campaign)
Although this could be possible, you have to keep in mind that heroes3 code might not allow it. There are portions of code that only trigger if you're in campaign, or in Demo for example.
I would need to check the game code first to see how it's handled.
###
All this being said, I am still working on this project; an update is some weeks off I'd estimate.
###
ED
NimoStar said:
PD: it says "non-buggy" SoD available sprites have been added (I guess this means sphinx, etc.)
There are some other DEFs you can load in game as a decorative item (e.g. the terrain ones) but they act strangely (e.g. terrain will cycle through all its frames) so I omitted them.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted February 19, 2018 03:45 PM |
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Edited by NimoStar at 15:59, 19 Feb 2018.
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Thank you for your answers.
Quote: There are some other DEFs you can load in game as a decorative item (e.g. the terrain ones) but they act strangely (e.g. terrain will cycle through all its frames) so I omitted them.
I think you could include them with a warning or on a special version. It might be some cool effects to include on campaigns with appropiate in-game explanations :v
PS:
How does one make maps for SoD? The option is still overwritten by WoG.
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RoseKavalier
Admirable
Supreme Hero
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posted February 19, 2018 04:21 PM |
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NimoStar said: Thank you for your answers.
Quote: There are some other DEFs you can load in game as a decorative item (e.g. the terrain ones) but they act strangely (e.g. terrain will cycle through all its frames) so I omitted them.
I think you could include them with a warning or on a special version. It might be some cool effects to include on campaigns with appropiate in-game explanations :v
PS:
How does one make maps for SoD? The option is still overwritten by WoG.
I'll sleep on it.
Xyphistor said: This may not be possible, but is there any chance of fixing the Windows multiple-monitor display issue in this map editor that's fixed everything else?
I have just found a fix for it. Thanks for reminding me, it'd been on my radar but I forgot about it with so many things to do.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Xyphistor
Hired Hero
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posted February 19, 2018 04:23 PM |
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NimoStar said: How does one make maps for SoD? The option is still overwritten by WoG.
In the editor you have to choose map type WoG, but when you save it you can save as SoD version of .h3m or WoG version - same file extension but normal Homm3 can see the SoD one...
RoseKavalier said:
Xyphistor said: This may not be possible, but is there any chance of fixing the Windows multiple-monitor display issue in this map editor that's fixed everything else?
Here's the link to my post when I first discovered it back in 2014:
http://heroescommunity.com/viewthread.php3?TID=22928&PID=1210147#focus
It still exists with Windows 10
I noticed this a few years back. The one partial fix I've found is to turn on Terrain Animation ~ then all water tiles get updated. It's not a good solution (heck, it's not even a working solution) but it means that a solution should exist. I'm not well-versed in WinAPI to take a guess as to exactly why but I know someone who just might. Maybe a bug in detecting the window's focus on secondary monitor.
I can get around it by telling Windows to make a different monitor primary, so it's not a massive issue, just a bit irritating
Much more irritating:
I can't seem to get the new map objects (eg walls) to load ingame - the map eventually loads without them after giving me two errors for each one - first 'Could not load mask file for zWall02.def' (roughly), then an 'Invalid object referenced' error...
I'm working with a clean Homm3 install (from GoG.com), plus latest HDMod (5.39), plus SoD_SP Pack.
Unleashed Mapeditor is in it's own folder nearby and runs fine, patchmaps'd up to 252x252.
If I copy the h3bitmap.lod and h3sprite.lod from the Unleashed Mapeditor Data folder into the game's Data folder, the game doesn't even run - it says something about trying to run Armageddon's Blade which isn't supported by HDMod...
Presumably there's something obvious I'm doing wrong here?
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RoseKavalier
Admirable
Supreme Hero
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posted February 19, 2018 09:55 PM |
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You have to differentiate between WoG items (like Walls) and hidden SoD items (like Market of Time and others).
The items that were "added" for selection already belong in SoD game files.
The WoG items were already present (since this is essentially modded WoG editor). I'm not 100% on the exact procedure to make these work in SoD but you would need to add the correct files to LODs, like .def, .msk as well as the edited text files.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted February 20, 2018 12:00 AM |
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I see... so I guess the ones on that image are all the "SoD extra" ones?
With that ugly neutral town placeholder having made the cut I think adding the buggy sprites should not be that controversial
I for onw would use them to great effect.
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Xyphistor
Hired Hero
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posted February 20, 2018 11:17 AM |
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Got it, thanks mate
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted March 16, 2018 11:18 AM |
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Well the problem is i would like to defeat AI and still look for Artifact etc.
If you defeat AI in tasks with Grail and Accuire/Transoport Artifact you automaticly win game.
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RoseKavalier
Admirable
Supreme Hero
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posted May 24, 2018 09:01 PM |
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Version 1.0
It's been over a year of beta v2, time for an update!
Not everything has been fixed up to my liking, but it was a decent effort plus learning and I believe it deserves to be pulled out of beta status.
Latest Version
V1.0
DOWNLOAD (.7z, MEGA, 14.9MB)
DOWNLOAD (.zip, MEGA, 15.4 MB)
Special thanks
Once again, potmdehex for sharing some code and knowledge, of which he has much. He has helped me with at least 80% of this update if not more.
baratorch for making his fantastic tools free to use.
What’s new?
[+] Added limits to various extended dialogs based on game limits (e.g. Hero creatures can only go as high as 32,767)
[+] Added level reference next to hero experience dropdown list (e.g. 99999999 (59))
[+] Added terrain selection hotkeys (1 = dirt, 2 = sand, ..., 0 = rock)
[+] Item sidepanel extended with 4th column
[+] Now compatible with extra map sizes: 18x18, 180x180, 216x216 & 252x252 added to default sizes
[+] Manifest Version updated (modern UI appearance)
[+] Map area now updates when the editor is on a secondary monitor
Few more small details and bug fixes... see the List of Changes.
What's changed?
No more hex editing! Unleashed Mapeditor now uses dll for modifications, saving me a lot of headache. The free to use library patcher_x86 by baratorch is used to create hooks.
It also means some options can be customized; for instance you may not like to have four columns on the side panels - then turn it off in Unleashed.ini. That's the only option for now but others can be added with time and requests will little effort.
As a result, this will likely be the last version where all the files are included. Future release(s) will likely only consist of updated Unleashed.dll and Unleashed.ini.
"Screenshots"
Enforced field limits
New manifest
Level reference
New map sizes
Fourth sidepanel column
Future versions
There are some suggestions I did not get to and some things that are still unpolished. Feel free to reiterate or ask.
If you want to help...
The random map generator does not currently work with the new map sizes. I'm not well versed on RMG - if you happen to figure it out, let me know
The icons of the mapeditor could use a fresh look. I figured out how to update them but the ones I used look terrible - they are left out for now.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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Rince
Hired Hero
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posted May 24, 2018 10:07 PM |
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I honestly think that your editor is perfect. Can't imagine what else you can add. Maybe some kind of combat terrain simulator, though I guess, it's a completely different story.
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RoseKavalier
Admirable
Supreme Hero
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posted May 24, 2018 10:27 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted May 26, 2018 02:36 PM |
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Edited by fred79 at 14:40, 26 May 2018.
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This provides stable play of 252x252 maps? Is the erm the same? Can it run off of era 1.8(since my era2 will not work)?
Another question: if it is possible for you to expand the map editor in such a profoundly awesome way, do you think, in the future, you could make transparent png files work for the map editor, and in-game?
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Rince
Hired Hero
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posted May 26, 2018 03:08 PM |
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I have few suggestions, if you're interested.
1) Level references for all levels from 1 to 74, so you don't have to check the XP table.
2) Possibility to see aproximate base hero stats in the editor - I mean stats that are given with leveling.
It's all blows and whistles though. You've made the most important stuff - 'unlimited' objects and high number values from the very beginning.
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RoseKavalier
Admirable
Supreme Hero
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posted May 26, 2018 04:07 PM |
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fred79 said: This provides stable play of 252x252 maps? Is the erm the same? Can it run off of era 1.8(since my era2 will not work)?
Another question: if it is possible for you to expand the map editor in such a profoundly awesome way, do you think, in the future, you could make transparent png files work for the map editor, and in-game?
Sorry if my answers are not on point, I am not quite certain I understood your questions.
252x252 maps:
It's basically a modified WoG mapeditor so everything you could normally do with it should still work, I have not changed anything on that side.
Stable play of said maps is not affected by this, you need either HDmod (which incorporates the new map sizes) or the ERA plugin by AlexSpl.
Transparent png files: I really don't know what this would be so I don't quite know what to answer?
Something like this method? (some pictures here because others are all gone)
If yes, then I don't think it's viable because it would require a lot of work in H3 engine which is beyond my abilities - or even goals.
Rince said: I have few suggestions, if you're interested.
1) Level references for all levels from 1 to 74, so you don't have to check the XP table.
2) Possibility to see aproximate base hero stats in the editor - I mean stats that are given with leveling.
1) I could possibly extend the droplist to include all levels but that would feel clutter-ish and take 30 seconds to get the value you really want. Alternatively add a window with some extra info.
2) So essentially use the % in HCTRAITS.TXT and predict the primary skill values based on rough odds? Could be combined with 1).
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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fred79
Disgraceful
Undefeatable Hero
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posted May 26, 2018 08:07 PM |
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@ rk: what i mean by transparent png's, are adding visual transparency to both the map editor and the game(without causing memory leaks). say, transparent fog/smoke/water/clouds, etc. there is a world of stuff that can be done with visual and reliable transparency.
lastly, i don't suppose you guys could bend game physics and add a 3rd map level(above-ground, subterranean, other)?
anyway, i'll give this a go and get back to you.
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RoseKavalier
Admirable
Supreme Hero
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posted May 26, 2018 08:46 PM |
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I see.
It's really out of reach of my abilities, as far as I understand the game only draws DEFs on adventure map and each square in memory has a list of item sections to draw on this tile (e.g. draw tile 2,2 of Utopia) so it sounds like a really major overhaul.
3rd level ~ or even maps larger than 252x252.
2 big problems besides the obvious need to add buttons
1) maps with more than 65535 objects will crash - you will run out long before you've finished decorating it
2) there are a lot of structures that are not programmed to handle more than 256 in size, or more than 2 levels. In theory changing both of these is possible but it's probably in the realm of complexity of what HotA has done with new town.
There are other issues, e.g. subterranean gates... if I were to attempt this I'd do something like Sander's Folly on a 252x252 map with sections representing different time periods. You get a good amount of real estate and don't need to reinvent the wheel.
@Rince
Had a rough go at #1
Some of the higher levels get 1~2 digits of their experience values cut off in the listbox but it gets the point across anyway. I will extend the experience combobox in a later release.
Both options are available, the extended values overwrites the old one, just turn it on in Unleashed.ini.
Only dll + ini, overwrite version 1.0.
Version 1.01 (zip, MEGA)
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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fred79
Disgraceful
Undefeatable Hero
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posted May 26, 2018 09:05 PM |
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@ rk: what i do for multi-underground entrances is simply use the image of the subterranean gate(or cave or whatever), and use a 2-way monolith in it's place(so it looks like a sub gate, when it's actually a 2-way).
i don't suppose you could add more 2-way gates to the map editor(instead of only 1-whatever in the drop-down list), the same way you increased the object, etc count? because that would be extremely helpful for me(and i'm sure, others as well).
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