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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Official Thread] Forge Town Re-creation Project
Thread: [Official Thread] Forge Town Re-creation Project This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted July 31, 2017 11:40 PM

oh great shout mate, yeah now I remember seeing that when I went through your thread, albeit the relocator is 404 error file not found so if you can reupload it you would be a legend (well you are a legend but you know all the same) cheers mate lol
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2017 12:22 AM

fred79 said:

these haven't been tested yet, but they should work just fine.


Nope, half of the script you pasted will have no effect or will crash the game. First, all the last part with the DO commands can't work if the respective function isn't specified. Then, in the first part, if you add shoot ability to some creature which originally wasn't designed as shooter, the game will crash if a) you didn't manually add graphics for shooting action, then b) you didn't add additional codes for projectile type. Script is incomplete.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 01, 2017 06:09 AM

Salamandre said:
fred79 said:

these haven't been tested yet, but they should work just fine.


Nope, half of the script you pasted will have no effect or will crash the game. First, all the last part with the DO commands can't work if the respective function isn't specified. Then, in the first part, if you add shoot ability to some creature which originally wasn't designed as shooter, the game will crash if a) you didn't manually add graphics for shooting action, then b) you didn't add additional codes for projectile type. Script is incomplete.



all of the DO commands work in the scripts i use myself, sal(so i'm not sure what you mean). but you're correct about the shooting scripts. the creatures that replace a non-shooting creature, need their shooting defs scripted in. i've only replaced shooting creature defs thus far; i've never added one from scratch before. so if you have info on how to add a creature's shooting def, it'd be much obliged. the adding projectile sounds script i already have, but what i don't have, is sound script for when a projectile explodes on target(like the magog).

so, in summary, what i don't have, that i need, are:

1. a script to add a projectile def.
2. a script to add an impact/contact sound for the projectile.

any help would be appreciated. i'm juggling a lot of work, not just on modding stuff; but irl atm as well.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2017 07:49 AM

What I mean is: a DO command needs the same ID function (FU) to work.

If you have, for example:

!!DO12345, you need in same script !?FU12345, DO has the parameters for FU. In your example, you forgot to paste the accorded function, so all DO commands will have no effect. Paste the entire script if you want somebody to use it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 01, 2017 01:00 PM

verriker said:
oh great shout mate, yeah now I remember seeing that when I went through your thread, albeit the relocator is 404 error file not found so if you can reupload it you would be a legend (well you are a legend but you know all the same) cheers mate lol


sorry verriker, i forgot about your post. i was lacking sleep.

here's oxfea's building relocator

all of his instructions are in the link i posted previously.



@ sal: the script i posted here isn't what i use myself, but what i typed up for verriker. i'll look through the script i use and see if i can find what you're talking about.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 01, 2017 11:15 PM

thanks a lot mates, especially for the relocator dealie fred mate,

well the progress report of the day is that I spent some hours and have succeeded with the relocator, I used trial and used error to work out which building ID is which (it was all a bit random lol), positioned all the buildings correctly and now must try to figure out the whole gobbledygook of the z-order to make it right, wish me luck and all that cheers lol

another thing I would like to accomplish would be to change the Conflux Town Hall Screen (17 buildings) so that it is the same as the Castle Town Hall Screen (16 buildings), because then we need not make up any non-canon buildings just to fill a slot, if anyone has a clue that would be a very big help thanks lol
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xericsin
xericsin


Famous Hero
posted August 02, 2017 07:20 AM
Edited by xericsin at 08:12, 02 Aug 2017.


This is what i use for replacing conflux town.
Maybe it will help.


Function to change building position by Oxfea

!?FU29461;
*x1=cityID(0-8)
*x2=buildingID(0-? from erm help)
*x3=x-coord
*x4=y-coord
*x5=frames(seems no use)
!!VRy5:Sx1 *44 +x2 *6 +6859276;
!!UN:Cy5/2/x5;
!!VRy5:+2;
!!UN:Cy5/2/x3;
!!VRy5:+2;
!!UN:Cy5/2/x4;
;For more information try to see this post (with translator)
;http://forum.df2.ru/index.php?showtopic=6803&view=findpost&p=192935

!#FU29461:P8/0/407/0/35; guild 1
!#FU29461:P8/1/407/0/35; guild 2
!#FU29461:P8/2/407/0/35; guild 3
!#FU29461:P8/3/407/0/35; guild 4
!#FU29461:P8/4/407/0/35; guild 5
!#FU29461:P8/5/0/0/1;  tavern
!#FU29461:P8/6/0/0/1; shipyard
!#FU29461:P8/7/0/0/1; castle 1
!#FU29461:P8/8/0/0/1; castle 2
!#FU29461:P8/9/0/0/1; castle 3
!#FU29461:P8/10/0/0/1;  hall 1
!#FU29461:P8/11/0/0/1;  hall 2
!#FU29461:P8/12/0/0/1;  hall 3
!#FU29461:P8/13/0/0/1;  hall 4
!#FU29461:P8/14/0/0/1;  market
!#FU29461:P8/15/318/200/1; silo
!#FU29461:P8/16/572/191/1; blacksmith
!#FU29461:P8/17/0/0/1;  merchant
!#FU29461:P8/18/614/0/1; hord lvl 1
!#FU29461:P8/19/614/0/1; hord lvl 1+
!#FU29461:P8/20/0/0/1; ship
!#FU29461:P8/21/386/275/1; ext6(uni/pav/)
!_#FU29461:P8/22/0/0/0;  ext5(waterfall)
!#FU29461:P8/23/0/0/0;  ext1(hall decoration) empty
! #FU29461:P8/24/0/0/0;  ?
! #FU29461:P8/25/0/0/0;  ?
!#FU29461:P8/26/0/0/1;  grail
!#FU29461:P8/27/0/0/1;  ext2(town hall dec, below other imges) empty
!#FU29461:P8/28/0/0/1;  ext3(city hall dec, below other images)
!#FU29461:P8/29/0/0/1;  ext4(capital dec, above other images) empty
!#FU29461:P8/30/615/0/1; lvl 1
!#FU29461:P8/31/0/0/1;  lvl 2
!#FU29461:P8/32/0/0/1; lvl 3
!#FU29461:P8/33/335/133/1; lvl 4
!#FU29461:P8/34/230/118/1; lvl 5
!#FU29461:P8/35/80/43/1; lvl 6
!#FU29461:P8/36/705/50/1; lvl 7
!#FU29461:P8/37/615/0/1; lvl 1+
!#FU29461:P8/38/0/0/1;  lvl 2+
!#FU29461:P8/39/0/0/1; lvl 3+
!#FU29461:P8/40/335/133/1; lvl 4+
!#FU29461:P8/41/230/118/1; lvl 5+
!#FU29461:P8/42/80/43/1; lvl 6+
!#FU29461:P8/43/705/50/1; lvl 7+


Change the tower shooter def

!?FU9555;
**x1=town type(0-8)
**x2=creature type(must have shooting action in def)
!!VRy1:S32 *x1 +6541192;
!!UN:Cy1/1/x2;


Changing shooter's arrow def By Oxfea &007

Example:
*?BG0;
*!VRz2:S^Hawaiing007.def^;
*!FU16032:Px1/2;

!?FU16032;
**The stack must be shooter! Or will crash!
**x1=stack id,x2=index (>1) of z variable that stores the new arrow def
**temperarily use z1
!!FU|x1<0/x1>41:E;
!!FU|x2<2/x2>1000:E;  [z2-z1000]
!!BMx1:F?i;
!!VRi:&4;
!!FU&i=0:E;
!!VRz1:Szx2;
!!BMx1:G-12/?y11/d;
!!SN:E5622208/2/z1;
!!BMx1:G-12/v1/d;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;


Make monster shooter By 007

Example:
*?BA0;
*!FU16046:Px1/x2;

!?FU16046;
**Use before battle. Use with arrow def changing function.
**x1=creature ID
**x2=arrow type(0-16):(seems no real function)
**(0archer, 1priest, 3gremlin, 4mage, 5titan, 6gog, 7lich, 8medusa, 9orc);
**(10cyclop, 11lizard, 12ice elemental, 13dwarf, 14balista, 15catapult, 16none)
!!FU|x1<2/x1>197/x2<0/x2>16:E;
!!VRy1:Sx1 +7994814;
!!UN:Cy1/1/x2;

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 02, 2017 03:55 PM

wow thank you very much for the script mate, I will probably not bother with the building coordinates part because the relocator of OxFea and fred has that covered, but the rest of it I will certainly borrow with a big thanks and credit cheers lol

I am still just plugging in the first placeholder graphic assets to be honest before tackling functionality head on, my computer for some reason has some horrible weird issues when it comes to creating and modifying defs (my mate LizardWarrior will vouch for that) so it is tricky but I am getting there lol
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 03, 2017 08:39 AM
Edited by OxFEA at 08:57, 03 Aug 2017.

Any modder should try his Forge, yeah.
(unsuccefully, mostly)

Resources from here and there (e.g. siegescreen from Axolotl, townscreen from Don_ko, units from Alexander and VCMI projects)







and even some animation
https://yadi.sk/i/_MOJnzJ5ugnWF

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 03, 2017 10:15 AM

Just out of curiousity, why would Forge use an ordinary, medieval catapult as warmachine?
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The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 03, 2017 10:19 AM

Maurice said:
Just out of curiousity, why would Forge use an ordinary, medieval catapult as warmachine?

Mostly because I didn't think about this at that moment.

I have some ideas about warmachines problem, but they'll take a huge amount of work. And I'm not an artist, alas.

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Macron1
Macron1


Supreme Hero
posted August 03, 2017 10:22 AM

Daily builds of vcmi already support new types of warmachines

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Haregar
Haregar


Famous Hero
of destruction
posted August 03, 2017 03:39 PM

OxFEA said:
Any modder should try his Forge, yeah.
(unsuccefully, mostly)

Resources from here and there (e.g. siegescreen from Axolotl, townscreen from Don_ko, units from Alexander and VCMI projects)

[...]

and even some animation
https://yadi.sk/i/_MOJnzJ5ugnWF

it looks just marvelous!

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 03, 2017 03:57 PM

for sure that's absolutely glorious OxFEA mate (btw thank you very much for the excellent relocator tool, if you don't mind me using it), I will be going for a bit more of a purist, pedantic version as far as the town screen but you have definitely given me some great leads to go begging for the Axolotl siege screen and such, incredible stuff lol

still just dealing with the town screen while writing hero bios and other texts, doing my best to imagine how the Armageddon's Blade campaign would have been evolved after the death threat when Inferno took the place of Forge so that I can "devolve" it so to speak with some careful edits lol
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 08, 2017 06:37 PM

well the good news is that I have asked and received a clear permission from the Mod Design Team to use their awesome assets for this project, they are incredibly skilled artists and are extremely kind to let me do that because it is a massive chunk of the work, so a huge thank you to Witchking, Trith, Chad, Obserwator, Hobbit, Nephretes and all the others for that, cheers guys lol

be a good bloke and check their Facebook and their topic if you don't believe me, some gorgeous ongoing work there, hmm I wonder if that is the Dragon Golem or what lol

another good news is that the lion's share of the assets are imported to replace the Conflux and are mostly functional, again thanks to fred and OxFEA for enabling that, so now I may worry about the technical implementation to get a playable town before polishing both aspects lol

the bad news is that I have experienced some very weird or dodgy technical hitches when trying to create some defs and deal with other assets which do not seem to affect anyone else, for instance some of my defs lack transparency no matter what I do with the Deftool, my town screen has masking issues (highlighting the buildings does not quite work as planned) and GIMP will not index my images properly for some reason lol

it is always possible that these are noob user errors because I am a noob of H3 modding, but my mate LizardWarrior has been extremely kind with his time to help me step-by-step with these issues and even he has vouched that my processes are correct and the issues should not occur, so I am guessing it is some queer quirk of my quomputer or something like that lol
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 08, 2017 06:49 PM

Transparency isn't affected by Deftool, but only by the color of the background you set in your graphic tool ie Photoshop, Gimp etc. Must be standard 0.255.255 or another value accepted by deftool as transparent. Sometimes when you shrink images, the transparency will be screwed, so always delete the background before. If still unknown causes, post one which is wrong so people can take a look and find the problem.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 08, 2017 07:42 PM

cheers mate, well LW and I had gone through pretty much everything from is the transparent colour exactly correct, to have you selected exactly the right options in deftool, to is it indexed correctly, to have you imported it correctly, etc etc for some hours but it just seemed to turn up weird issues on my computer and not on his, we did multiple tests and it was just not compliant for some reason lol

that said I pretty much got a workaround to that by getting a mate at work to man the deftool on his machine so that aspect is not really stopping me, just an irritation, but the issue I cannot solve is the strange highlighting problem with all townscreen defs,
here I have my cursor floating around in the middle of nowhere but it is selecting the Blacksmith because it comes within the hitbox of the transparent part of the Blacksmith image, but obviously it should not select that unless I am hovering over the actual Blacksmith itself, and I am not sure how or why to correct that so any tips will be a huge help lol

I upload the Blacksmith def and its masks if that is any good, cheers for anyone who can diagnose it lol
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 08, 2017 08:15 PM

I see no problems with transparency, as for cursor triggering when outside, I think it has to do with wrong position erm code. If no erm code at all, then cursor triggers when floating upon standard blacksmith position. So either you use an erm code to tell to the game the blacksmith changed position, or you place the new blacksmith exactly in the old one's place (very unlike)

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Baronus
Baronus


Legendary Hero
posted August 08, 2017 08:33 PM

If you want replace old city do it with Inferno not Conlfux! It will fit to campaign! You want maximum orginal? So Forge was replaced ingame by Inferno! Not by Conflux :-) All modders do this mistake they replaced Conflux because this city was done in place of Forge. But they missing that in fabula not Conflux but Inferno was pasted.

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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted August 08, 2017 08:57 PM
Edited by verriker at 20:58, 08 Aug 2017.

Salamandre said:
I see no problems with transparency, as for cursor triggering when outside, I think it has to do with wrong position erm code. If no erm code at all, then cursor triggers when floating upon standard blacksmith position. So either you use an erm code to tell to the game the blacksmith changed position, or you place the new blacksmith exactly in the old one's place (very unlike)


thanks a lot man that's a hugely helpful troubleshoot, I did not really suspect it could involve ERM because I am not using any in the specific map (unless the relocator by OxFEA uses some inherently which IIRC he mentioned it did) but it is true that the ERA 2 install has a bunch of WoG options and scripts automatically enabled which may interfere, I will try to experiment lol

just to be fully clear I have tested all buildings and it is definitely the case that the buildings highlight whenever I enter the rectangular area of their images, I am not hovering over the space where the old Conflux buildings should be or anything, it is just basically ignoring the current transparent cyan mask and treating the whole cyan rectangle as part of the building too lol

Baronus said:
If you want replace old city do it with Inferno not Conlfux! It will fit to campaign! You want maximum orginal? So Forge was replaced ingame by Inferno! Not by Conflux :-) All modders do this mistake they replaced Conflux because this city was done in place of Forge. But they missing that in fabula not Conflux but Inferno was pasted.


in terms of the campaign plot I will be tossing away the Inferno/Conflux dynamic to have more of a Forge/Necropolis one instead since the whole Forge business took place in Deyja, so it will no longer be a road trip to Eeofol and will have no Inferno, however I would rather not replace the whole Inferno town with the Forge because I do not think that was NWC's maximum original vision (by all accounts Forge would have been the ninth town with Conflux coming later as tenth so that is my reference) cheers lol

in an ideal world I would simply try to add the Forge as a tenth town and let them coexist but I am not even on the same planet as the modders who are able to do that outside of VCMI, (possibly it could be done makeshift by heavily, heavily modding the Cove in HotA but I am not sure if the HotA team approves of people meddling with their mod, they reserve their rights on that IIRC and fair enough) lol
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