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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 4 pages long: 1 2 3 4 · «PREV
RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 26, 2018 09:56 PM
Edited by RoseKavalier at 21:57, 26 May 2018.

fred79 said:
@ 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).

That's something that can be readily achieved by the spacebar trick; I try to keep things as universal as possible.

The good news is that it's really easy to do if you want to mod your own editor:

1) go to /Data/ folder
2) open h3bitmap.lod with MMArchive
3) Extract ZEOBJTS.TXT
4) Increase the number on the first line by the amount of objects you want to add



5) Copy a similar template, here I am copying Subterranean Gate



6) Go to bottom (or elsewhere, depending where you want it to show up, things are added from top to bottom) and paste it
6b) Make certain the last line is empty ~ otherwise the last object will not be read
7) Now edit the object as you see fit. See Uhm's tutorial here for more details



8) Save textfile and insert back into h3bitmap.lod with MMArchive

Use as needed...



Here is the text file if you want to use it directly.

Now keep in mind that monolith subtypes greater than 7 can be buggy ~ I think Salamandre added some to TEW4 (or was that Keymasters only?). If not you might have to wait until I port some elements of SoD_SP to ERA.
____________
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fred79
fred79


Promising
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 26, 2018 10:10 PM

thanks! further down the page in that link, biobob explained how to add more teleporter slots, with this special message:

NOTE: Never set '13' '14' or '15' as the subtype for a monolith, as it will make the map crash! Should you need that many, skip '13', '14' and '15' and continue at a higher number!

so in case you were coming across crashes, that may have been the reason why. just guessing, here, so i could very well be wrong.


the method you show above, is what i used to do to create objects, when i first started out. it took me awhile to get that right, too.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 26, 2018 10:28 PM

Unfortunately Biobob's explanation is not valid in general.

### warning a little bit technical ###

Monoliths destination are stored in memory, as a 16-byte reference to an array, for each subtype... something like:
Quote:

 MonolithTwoWay_0; // 0x4E678
 MonolithTwoWay_1; // 0x4E688
 MonolithTwoWay_2; // 0x4E698
 MonolithTwoWay_3; // 0x4E6A8
 MonolithTwoWay_4; // 0x4E6B8
 MonolithTwoWay_5; // 0x4E6C8
 MonolithTwoWay_6; // 0x4E6D8
 MonolithTwoWay_7; // 0x4E6E8
 MonolithOneWay_0; // 0x4E6F8
 MonolithOneWay_1; // 0x4E708
 MonolithOneWay_2; // 0x4E718
 MonolithOneWay_3; // 0x4E728
 MonolithOneWay_4; // 0x4E738
 MonolithOneWay_5; // 0x4E748
 MonolithOneWay_6; // 0x4E758
 MonolithOneWay_7; // 0x4E768
 [...] // 20 bytes
 SubterraneanGates; // 0x4E78C
 SubterraneanGatesID; // 0x4E79C
 [...] // 37 bytes
~~~~
 // Combat Manager starts right here



If you have a 2-way Monolith of subtype 8, it will write the necessary information in the 8th position for MonolithTwoWay... which happens to be MonolithOneWay_0.
If you further increase the subtype ID, you will start writing stuff in the subterranean gates section, in the combat manager and that might outright crash or simply be overwritten once you enter combat.

### end technical ###

The subtype 13,14,15 problem... is unfortunately just a function of what was on Biobob's map at that time. In my own map I had started writing down the problematic subtypes and after a while I noticed they would change over time. Subtype 19 would be fine one day then after adding some stuff, it would stop working on crash.

Interestingly though, if you only use 2-way monoliths, you can safely have subtypes 0~15 without any modifications.
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fred79
fred79


Promising
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 26, 2018 11:02 PM

RoseKavalier said:
Interestingly though, if you only use 2-way monoliths, you can safely have subtypes 0~15 without any modifications.


when you say "only", does that mean without either subterranean gate OR one-way monoliths? sorry for all the questions; i'm just want to fully understand. and i appreciate the help.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 27, 2018 06:21 AM

No worries.

If you don't use one-way monoliths, then you can use twice as many two-way monoliths without problems. This does not affect Subterranean Gates.

Think of it as...

Quote:
[...]
MonolithTwoWay[8];
MonolithOneWay[8];
[...]



Which could also be interpreted as:
Quote:
[...]
MonolithTwoWay[16];
[...]



Subtypes are usually 0-1-2-...-7 for a total of 8...
MonolithTwoWay Subtype 8 would overflow into OneWay subtype 0
... Subtype 9 overflows into ... subtype 1
Subtype 15 overflows into subtype 7

That being said, in SoD_SP you can use 65533 subtypes of each monolith without worrying about problems. I'm not 100% sure because I have not looked at ERA code, but it should be relatively painless to bring this modification to the platform and then you need not worry about these problems - only the 65535 object limit
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fred79
fred79


Promising
Undefeatable Hero
SCOURGE OF THE H-SEA
posted May 27, 2018 07:24 AM

Awesome. Thanks for the in-depth response.

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Rince
Rince

Tavern Dweller
posted May 31, 2018 12:32 PM

Speaking of object limit. Is there a way to check how many objets I have on the map? I doubt it's anywhere near the limit, just curious.

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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted May 31, 2018 02:40 PM

Rince said:
Speaking of object limit. Is there a way to check how many objets I have on the map? I doubt it's anywhere near the limit, just curious.


If you mean specific objects, use FindMe of SoD_SP, it gives you item count.

If you mean overall count (max 65535), then there are a couple of ways:
1) get it from the game exe when it reads the map (or a later date). Relatively simple plugin but requires you launch the game... happy to see my map is only at ~24,000 considering about 40% is filled

2) read it from h3m saved game

I think this could be automated using potmdehex's h3mlib, but it should be possible to find the reference within the mapeditor itself. I will look at some point.
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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 01, 2018 05:09 PM

Rince said:
Speaking of object limit. Is there a way to check how many objets I have on the map? I doubt it's anywhere near the limit, just curious.

Using the h3m posted on HeroesPortal:


This program needs a bit of debugging so no release yet - will go in Mapmaking thread when ready.
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RoseKavalier
RoseKavalier


Honorable
Famous Hero
posted June 15, 2018 07:59 PM
Edited by RoseKavalier at 16:35, 16 Jun 2018.

v1.02

DOWNLOAD (MEGA, zipped dll+ini only).

Very minor update but new requested feature:


(Press F12 to activate)

The other modification re-allows negative guards for resources and artifacts, as I was made aware it was possible.

More in the works but that's it for this update.

EDIT: dear mods, if you read this could I add some link to first post? I can pm you the edited post data or if you make it a project then I will never bug you again
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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