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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: H4ResourceEditor
Thread: H4ResourceEditor This thread is 18 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 · «PREV / NEXT»
NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 10, 2022 04:26 PM

Hello, I would like to report a (hopefully fixable) bug...

Whirlpool doesn't work... can't be altered nor resaved.

Steps to reproduce:
- Open whirlpool object just as extracted (.h4d)
- Try to resave in another location
- ...Nothing happens

Of course if you can't resave the original you can't resave any edited versions...

(I wanted to make one-way portal with modified whirlpool image)
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karmakeld
karmakeld


Responsible
Supreme Hero
posted June 13, 2022 10:19 AM

I think in generel there could be some issues with water based objects, as I recall these have some special properties noone has been able to track down yet.
Surely iLiVe has bigger insight on this.

Sidenote, cant recall if youre able to plave and use portals or tunnels on water, did you test that?
Also if you're just trying to change the whirlpool to a one way portal, you should be able to just change the type properties of it, with hex editing, if the Resource editor cant change it.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 13, 2022 02:28 PM
Edited by NimoStar at 14:31, 13 Jun 2022.

I think that ater objects are important and would like if those problems were solved. After all the whole HotA is a sea-focused expansion and with some edited objects we could have something similar for H4, which is also sorely lacking in Water play (in fact, in most campaign maps, even the ones with water, playing on it is disabled and it is only used for cosmetic purposes. Also by default we can't recruit Sea Monster or Mermaids, both a shame).

I am trying to change both the type, and the graphic. I have made a more cyan whirpool with glitter., and an inverted whirpool (upside down) for the arriving portal.

The portals do indeed work pefectly on water (as not all objects do you may recall), and they correctly teleport your ship. However, they don't look fitting at all, not even the blue ones, as they wren't graphically designed to be outside land. Also, emember that H4 unlike H3 unleashed doesn't have the possibility to edit passability, so it's not like I can put them on rocks and expect them to work because the rocks will block the entrance.
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karmakeld
karmakeld


Responsible
Supreme Hero
posted June 13, 2022 06:36 PM

As I wrote, ppl havent been able to locate the 'water properties', otherwise things would surely be different for changing waterbased objects. But if you'd be able to track down which part of its code determind the water object part, we could work from there.

Luckily the resource editor allows you to edit passibility, you might remember
Else you 'just' have to edit the portal shadows and image to fit water yourself..
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 14, 2022 02:57 AM
Edited by NimoStar at 03:16, 14 Jun 2022.

changing passability is not the issue the issue is using the whirpool object as base because each object has unique sizes for animation frames that have to be respected. So I cannot change the one-way image to be the whirpool because size of images don't fit, simple as that.

But even then, I wish we could edit the water stuff in general, perhaps put more water obj, enabled dwellings and such if at all possible. Now I am working, I also live alone and moved recently, so I don't have much time for hex examination...
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karmakeld
karmakeld


Responsible
Supreme Hero
posted June 14, 2022 11:00 PM

NimoStar said:
changing passability is not the issue the issue is using the whirpool object as base because each object has unique sizes for animation frames that have to be respected. So I cannot change the one-way image to be the whirpool because size of images don't fit, simple as that.

But even then, I wish we could edit the water stuff in general, perhaps put more water obj, enabled dwellings and such if at all possible. Now I am working, I also live alone and moved recently, so I don't have much time for hex examination...


In generel I recall the issue is when you.try to replace a larger image/object into a smaller one.

But rather than replacing the image, you should be able to change the type of the whirlpool to a one way portal using the Resource Editor, then you dont have to worry about image sizes, same method as I suggested using Hex editing yourself, to just change to object type.

Another option is to toggle off the frame size, but that will cause the object to always appear behind others.

Your wish is noted, but as I said, no one has found the water object type code ywt, so that leaves us stuck atm.
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vulcancolak
vulcancolak


Famous Hero
posted June 25, 2022 08:53 PM

iliveinabox05 said:


If you have additional thoughts, please let me know!


Hello it's me again. Can you check this one please?
http://heroescommunity.com/viewthread.php3?TID=47126

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 26, 2022 07:10 AM

Quote:
But rather than replacing the image


But I want to replace the image...
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Albyx
Albyx


Known Hero
posted July 18, 2022 05:12 PM
Edited by Albyx at 17:13, 18 Jul 2022.

Do you know what resources are necessary for buildings to work?
Like, if you want to change them completely, what would you replace?
I added layers, thumbnails. Maybe there's more to do?

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 18, 2022 08:00 PM
Edited by iliveinabox05 at 17:13, 11 Aug 2022.

Albyx said:
Do you know what resources are necessary for buildings to work?
Like, if you want to change them completely, what would you replace?
I added layers, thumbnails. Maybe there's more to do?


Many buildings also have an animation resource file to go along with them as well that you will need to replace.

You can also ask on discord, I will see that faster

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted August 09, 2022 09:14 PM

Update!

Bug Fixes:
- Flashing pixel bug squashed!
- Imported images losing 1 pixel from width and height

HUGE thanks to H4Zer0 taking a look through my code and finding the issue. Turned out to be 2 small things that my tired eyes probably never would have found, so big thanks to him!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 10, 2022 07:18 AM

Flashing pixels bug squashed is a big deal. Will same images as before, reimported, look good now ingame?

Or do we need to re-export them as well?

In other words, in which part of the process was the bug?
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted August 10, 2022 04:02 PM

NimoStar said:
Flashing pixels bug squashed is a big deal. Will same images as before, reimported, look good now ingame?

Or do we need to re-export them as well?

In other words, in which part of the process was the bug?


The bug was when generating the acceleration mask on import. I had a bad check at the end of the array and so there were some 0's on the end instead of proper values (0 in the acceleration mask means all the pixels for that index are transparent).

The acceleration mask isn't used during export, and all other data should be correct, so exporting and then re-importing should work fine.

If you still have the original images that were imported, I would re-import using those just because of the color quantization that takes place on import. If you were to export and then re-import, that color quantization would happen a second time and so you might be able to notice some very small color differences.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 10, 2022 07:17 PM

I mean I have kept all the original images and folders, including my edited ones, so just checking whether I can use them and the bug will be foxed on re-import, or if I have to delete everything and re-do it again.

Your words seem to imply it would be fine to re-import the same images.,

Quote:
so exporting and then re-importing should work fine.


But this is less clear.

To be exact, I just want to re-import the PNGs, and certainly would prefer not to redo everything from scratch by "re exporting".
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted August 10, 2022 08:18 PM
Edited by iliveinabox05 at 20:18, 10 Aug 2022.

NimoStar said:
I mean I have kept all the original images and folders, including my edited ones, so just checking whether I can use them and the bug will be foxed on re-import, or if I have to delete everything and re-do it again.

Your words seem to imply it would be fine to re-import the same images.,

But this is less clear.

To be exact, I just want to re-import the PNGs, and certainly would prefer not to redo everything from scratch by "re exporting".


I just responded to both things, though out of order.

Either way is fine, but preferably use the actual original images you imported the first time.

However you do the import, there is no more flashy pixel bug.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 10, 2022 09:37 PM
Edited by NimoStar at 21:39, 10 Aug 2022.

Ok, thanks. I'm testing it... my troglodytes and other creatures sometimes had pretty nasty transparency bugs.

Hum, is it just me or this zip is half the size of the previous one?
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted August 10, 2022 10:16 PM

NimoStar said:
Ok, thanks. I'm testing it... my troglodytes and other creatures sometimes had pretty nasty transparency bugs.

Hum, is it just me or this zip is half the size of the previous one?


Could be. Sometimes I accidentally leave assets that I've been testing or working with in the folder that I eventually zip up and toss on drive.

There may have been an extra folder in the previous version called "test" which may have had a couple ora files in it.

I can check it out when I get home since the previous versions appear to still be available for me to download.

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kkfkkkfk
kkfkkkfk


Adventuring Hero
Nothing is impossible
posted August 18, 2022 03:53 AM


I have an idea.
If the entrance of the castle is placed in a narrow position,
Town Gate will become more convenient.

screenshot

I tried to modify it, There seems to be something wrong.

There are four status of castle.(All have been modified)
When it is Village,Fort or Citadel,it will be work.

When Citadel is upgraded to the Castle,the game will crash.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 23, 2023 04:47 AM

I just added a small update to the H4 Resource Editor.

New Features:

1) Add Layer. This feature gives you the ability to select one or more png files to add to a layers file, rather than having to import an entire ora or folder of pngs.

If the name of the png file being added matches the name of one of the layers in the layers file, then it will replace the layer, otherwise a new layer will be added.

2) Export Layer. Much like Add Layer, Export Layer gives you the ability to export just a single layer, rather than having to export the entire layers file.

Right now these features only apply to layers files, but shouldn't be too difficult to extend to anything with a sprite as well.


kkfkkkfk said:

I have an idea.
If the entrance of the castle is placed in a narrow position,
Town Gate will become more convenient.

screenshot

I tried to modify it, There seems to be something wrong.

There are four status of castle.(All have been modified)
When it is Village,Fort or Citadel,it will be work.

When Citadel is upgraded to the Castle,the game will crash.


Hmm, interesting idea. Not sure what is causing the crash, but I likely won't have the time to test it out.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted January 23, 2023 05:04 AM

Castles are hardcoded more than usual objects. Most edits in them will lead to problems.

For example, you can't have two different sprites being the same town type, while with other objects this will work just fine.

Ditto with editing their size or shape, the game will not take this lightly...

(it is possible this is related to multiple pieces of code, but the generic, self-changing "town" square comes to mind)

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