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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: H4ResourceEditor
Thread: H4ResourceEditor This thread is 4 pages long: 1 2 3 4 · «PREV
kkfkkkfk
kkfkkkfk


Hired Hero
Nothing is impossible
posted May 11, 2018 08:49 AM

Hello, about the last work,H4 Map Generator.
Is it not finished yet?
If it can generate random maps, it would be a great ability.

Do you consider making language text for it?
Although I can show it in Chinese, it is not complete.



Wish your work better

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iliveinabox05
iliveinabox05


Adventuring Hero
posted May 11, 2018 05:51 PM
Edited by iliveinabox05 at 17:52, 11 May 2018.

Hi there! The H4 Advanced Options Editor can create new maps, but it cannot yet generate random maps that are playable.

It is able to place objects on the map and modify terrain, but I haven't worked on the random part yet.

In short, the H4 Advanced Options Map Editor is in a working state, but not all of its features have been implemented.

Edit. I haven't done the language thing for it, but it's something I can look into

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kkfkkkfk
kkfkkkfk


Hired Hero
Nothing is impossible
posted May 11, 2018 05:57 PM

Expect it to become more perfect.
It's better to have an option to work in Chinese language
And the font is recommended to use Tahoma
Arial cannot display Chinese words.

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Karmakeld
Karmakeld


Famous Hero
posted May 16, 2018 08:35 PM

iliveinabox05 said:
Thanks Radmutant!

Michael, when you say the Default object, do you mean it is literally named "default"? Radmutant gave me what I needed with the sizings, but it might still be useful for other things.


Yup, it's really called default. You can even extract it in the editor, under the name of Default. For ora, it's located somewhere under Adventure Objects. Haven't been near my pc for a while, so I can't give you a more precise location than this.

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iliveinabox05
iliveinabox05


Adventuring Hero
posted May 17, 2018 06:13 PM

Karmakeld said:
Yup, it's really called default. You can even extract it in the editor, under the name of Default. For ora, it's located somewhere under Adventure Objects. Haven't been near my pc for a while, so I can't give you a more precise location than this.


Gotcha. Haven't tried looking at it in Namerutan's editor, but I see you emailed it to me

Still working on lining everything up over the image, but I have been making some progress.

I think I need to actually start with the image at its exact size and get everything lined up, rather than just starting with a scaled image and trying to properly scale all of the values to their correct locations.

So far, the flag location is just a tiny bit off. The starting point for the passability and entrance data seems to be really close, but I need to restudy how I'm drawing it so that it lines up with that particular point.

Getting close though. I don't really need these things done to make the passability starting point editable, so I'll probably work on adding number spinners for that.

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iliveinabox05
iliveinabox05


Adventuring Hero
posted May 19, 2018 07:40 PM
Edited by iliveinabox05 at 20:04, 21 May 2018.

I got the passability and entrance info lined up with the image. Turns out I had the scaling correct, I just forgot about my code centering the passability and entrance info on the image. Once I removed that, things were in the right place.

Also, I've added number spinners to enable editing of the location of the footprint info. Actually it's the x and y offsets to draw the image onto the footprint, which is why the numbers are negative. A y value of 0 lines the top of the image with the top point of the footprint info. There are some restrictions with the x value, however, which possibly has to do with the width of the image versus the width of the footprint. Haven't done too much testing here yet.

In the image below, I have modified the y value of the footprint (I haven't made it so changes on the panel will show in the image immediately, yet).



Here is  the result in the editor.



We're getting close to importing our own images There are a few more things I need to understand first.

Edit: Also the flag x and y offsets are actually offsets from the upper tip of the footprint, not the center of the image as I originally thought.

I've also fixed a few bugs in my code for displaying non-animated images that I broke while working on the animated ones.

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Karmakeld
Karmakeld


Famous Hero
posted May 26, 2018 10:09 AM

Nice to see you're progressing.
Oh keep track of the research tread mate, we already concluded where the flag position starts. seems you forgot
I'm super busy with real life work like digging up our garden, as we're having superv May weather, but any time you'll be in need of the type list, let me know

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