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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Sharing something about Mod
Thread: Sharing something about Mod This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV / NEXT»
vulcancolak
vulcancolak


Famous Hero
posted April 16, 2021 09:18 PM

Yes finally it is worked. I want to thanks everyone who tried help me. Thank you guys i love you so much!

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Baronus
Baronus


Legendary Hero
posted April 16, 2021 10:09 PM
Edited by Baronus at 22:15, 16 Apr 2021.

Baronus

Me too love! Hahaha!

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 20, 2021 09:04 PM
Edited by NimoStar at 21:09, 20 Apr 2021.

I always use .df2 and .txt on resedit on my mod and never had issues with that.

Actually I hate h4d extension since it doesn't show the actual type of the file.

Text files are h4d? Layer files are h4d? Animation files are h4d?

What is the logic in that?

Once packed files have no extension, but having the extension in your loose files is useful to have exe file associations. For example textedit to open by double clicking .txt

Here as you can see is my main work folder for packing the mod.





Everything works when packed without a single "mysterious" .h4d , which would not allow classification by filetype or correct file associations.

From my perspective due to these practical issues making everything .h4d is "unfixing".
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted April 20, 2021 09:56 PM
Edited by iliveinabox05 at 22:44, 20 Apr 2021.

Well, the names of the files contain the types in them. That's what I use to differentiate between the different types.

Checking the extension is no different than checking the filename itself. It's just prefix vs. suffix.

Also, there isn't much support for the older packers. Out with the old and in with the new

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 20, 2021 11:18 PM
Edited by NimoStar at 23:22, 20 Apr 2021.

Suffixes and prefixes won't help you in windows file associations. Nor to class them by file type in explorer. The file type matters.

I appreciate your tool for sprite and layer editing (probably the best now) but as long as the other filetype can't be packed I will stick with resedit 2 with correcty differentiated resource filetypes (and no h4d) for packing h4r files.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted April 20, 2021 11:26 PM
Edited by iliveinabox05 at 23:36, 20 Apr 2021.

The suffix is the extension though. But yes, if you need to group them based on extension in the windows explorer, then that's what you need to do (though you could group them alphabetically if all files were properly named )

I might get to it one day, but much bigger things to work on for it first.

Also, I need to actually add a feature to mass add files, rather than make you add them one at a time..

Edit. Actually, lets talk about this since it's probably really easy to add. Can you explain for me (so that I don't have to go back and read lots of posts) exactly what you would want the H4 Resource Editor to be able to do?

This is the understanding I've got: For adding files to an h4r container, allow the various H4 file extensions to be added (or maybe we don't care about extension at all and leave it to the user to make sure they properly name their files?).

Is there more than that?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 21, 2021 12:42 AM

Not really.

The extensions currently are .spr, .df2 and .txt, that I remember.

But being "extension-sceptic" (or agnostic) would be enough. The game will read anything in the .h4r anyways, there is no extension there.

Sure, you could order files alphabetically, but then you have to trust your memory to know which file start is which type, and you still don't have valid file associations.
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted April 21, 2021 04:45 AM

So what I posted as my understanding is what we're talking about here?

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Baronus
Baronus


Legendary Hero
posted April 21, 2021 03:01 PM

BTW. Links in firsts posts are dead. Can you share me this tool?! Mirror is needed! h4tool.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 22, 2021 05:53 AM

iliveinabox05 said:
So what I posted as my understanding is what we're talking about here?


Yes, basically.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted April 23, 2021 11:13 PM

NimoStar said:
Not really.

The extensions currently are .spr, .df2 and .txt, that I remember.

But being "extension-sceptic" (or agnostic) would be enough. The game will read anything in the .h4r anyways, there is no extension there.

Sure, you could order files alphabetically, but then you have to trust your memory to know which file start is which type, and you still don't have valid file associations.


That kinda depends on what program you use to export or import the files, as some programs extracts the files with extensions like .lay, .obj etc instead of df2. And it can vary wheter the type is in the extension or in the first name like layer.name.h4d

The thing about h4d files is that you dont need to pack those into a h4r file for the Data folder ro be able to read them. Dunno if this is the case with df2, but there definitely a good use for h4d when it comes to testing any modifications and saving the time required to package all the files into a h4r only to find something is broken.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted April 23, 2021 11:13 PM
Edited by Karmakeld at 23:17, 23 Apr 2021.

NimoStar said:
Not really.

The extensions currently are .spr, .df2 and .txt, that I remember.

But being "extension-sceptic" (or agnostic) would be enough. The game will read anything in the .h4r anyways, there is no extension there.

Sure, you could order files alphabetically, but then you have to trust your memory to know which file start is which type, and you still don't have valid file associations.


That kinda depends on what program you use to export or import the files, as some programs extracts the files with extensions like .lay, .obj etc instead of df2. And it can vary wheter the type is in the extension or in the first name like layer.name.h4d

The thing about h4d files is that you dont need to pack those into a h4r file for the Data folder ro be able to read them. Dunno if this is the case with df2, but there definitely a good use for h4d when it comes to testing any modifications and saving the time required to package all the files into a h4r only to find something is broken.

I don't see much difference in sorting the files as layers.name.df2, layers.name.h4d or name.lay
You can still sort them by either name or file type and when packed they're sorted aswell. Really why is h4d any different than df2, that's a common extention aswell...?
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted April 27, 2021 03:23 AM

.h4d definitely has that use for testing (only a few things work though, not everything), but that's like saying h4r is a good format for everything. It's more like a self-packing thing. Also some veersions of the exe and the campaign editor have problems reading "loose" h4d. And furthermore, without packing, you break mod modularity (AKA each mod reads it's own H4R specified with hex editing, like equi does with equi.h4r)
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted April 30, 2021 05:05 PM

NimoStar said:
.h4d definitely has that use for testing (only a few things work though, not everything), but that's like saying h4r is a good format for everything. It's more like a self-packing thing. Also some veersions of the exe and the campaign editor have problems reading "loose" h4d. And furthermore, without packing, you break mod modularity (AKA each mod reads it's own H4R specified with hex editing, like equi does with equi.h4r)


Well for me it's been 'most things work', not only a few. Admitted I haven't tried other mods than Equi and WoW version, but both versions can read any h4d file just fine, as long as it's placed in the Data folder.
I've had succes in reading loose text files, various kinds of layers and objects placed as mere h4d files in the Data folder. Indeed it's wise to pack them into a combined h4r file, but for faster and easy testing the h4d format is quite useful and reliable. I can't recall a single case where I've had issues with 'loose files' that needed to be packed before it could be read properly - if it didn't work as a h4d file, it was 'coz it was bad, df2, lay, obj or any other extension didn't fix that.
I find it very handy to have a common extension that can be used to test the file, instead of having to pack things first, so that's why the h4d format has it's point, and no I don't think it's like saying h4r is good a goos format for everything.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 01, 2021 06:06 AM
Edited by NimoStar at 06:09, 01 May 2021.

You don't realize that as you say yourself, you only make layers and objects.

Don't work:
- Table files
- String files
- Sprite list files (not the same as graphics, these are code)
And more etc.

So there is no point in renaming .str and .txt files as h4d because THEY WILL NOT WORK anyways.

Table files are essential for modding as they alter the playable aspects of the game. Of course just adding new graphic objects doesn't need it, but is also not modding in the strictest sense.

Plus some versions of the modded campaign editor can't read h4d loose objects. Try greatest mod v18 editor and you will see loose h4d are not read.

H4R is definitely the only format that should be used on a finished released product, since H4D will modify every version of the game when being on the data folder and overwrite packed resources of the same name, while different exes on the other hand can read different H4R, allowing multiple mods (unlimited, in practice) to be part of the same install without their content interfering with eachother.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted May 01, 2021 08:56 AM

NimoStar said:
You don't realize that as you say yourself, you only make layers and objects.

Don't work:
- Table files
- String files
- Sprite list files (not the same as graphics, these are code)
And more etc.

So there is no point in renaming .str and .txt files as h4d because THEY WILL NOT WORK anyways.

Table files are essential for modding as they alter the playable aspects of the game. Of course just adding new graphic objects doesn't need it, but is also not modding in the strictest sense.

Plus some versions of the modded campaign editor can't read h4d loose objects. Try greatest mod v18 editor and you will see loose h4d are not read.

H4R is definitely the only format that should be used on a finished released product, since H4D will modify every version of the game when being on the data folder and overwrite packed resources of the same name, while different exes on the other hand can read different H4R, allowing multiple mods (unlimited, in practice) to be part of the same install without their content interfering with eachother.


Sorry but you're not right, and apparently you didn't read what I wrote, as I also listed txt above, so I do in fact realize what I'm saying myself, thank you.
Table files which is also in txt format and sprite files - .spr - CAN BE READ as h4d format. In facts the very same spr files you extracted to make e.g. creature heroes CAN be read as renamed h4d files. You say it doesn't work for you, but I know it has worked for me. So don't claim you know what others has had succes with or not, you don't.

The fact that your modded editor v18 isn't able to read loose h4d files, doesnt mean all other editor are also incapable of reading them. I specifically listed the WoW version and Equi versions as being able to do so. Why shouldn't people be informed about the possibilities of using the h4d format simply coz you have decided to hate it? Namerutan was the one who introduced me to using the format in relation to his Resource Editor, so other modders have also found use for the format. I'm not trying to convince you tonuse it, but simply to inform others of its usefullness - to which I know you disagree.

I agree h4r should always be used for the finished/released product, I haven't said otherwise, only that I find h4d is a faster way of testing a modded file, compared to having to first pack it AND THEN test it.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted May 01, 2021 09:07 AM

iliveinabox05 said:
The suffix is the extension though. But yes, if you need to group them based on extension in the windows explorer, then that's what you need to do (though you could group them alphabetically if all files were properly named )

I might get to it one day, but much bigger things to work on for it first.

Also, I need to actually add a feature to mass add files, rather than make you add them one at a time..

Edit. Actually, lets talk about this since it's probably really easy to add. Can you explain for me (so that I don't have to go back and read lots of posts) exactly what you would want the H4 Resource Editor to be able to do?

This is the understanding I've got: For adding files to an h4r container, allow the various H4 file extensions to be added (or maybe we don't care about extension at all and leave it to the user to make sure they properly name their files?).

Is there more than that?


I believe most of the used extensions were posted  here.

I could be mistaken, but NimoStar saying the extensions isn't used inside the h4r, that seems wrong to me. To my knowledge, you need the proper extension when packing into h4r for the file to be read properly, otherwise how would the game know what type of file it is? That's why a h4d extension needs be named properly like txt or obj when packing into h4r...
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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted May 01, 2021 08:07 PM

Karmakeld said:
I believe most of the used extensions were posted  here.

I could be mistaken, but NimoStar saying the extensions isn't used inside the h4r, that seems wrong to me. To my knowledge, you need the proper extension when packing into h4r for the file to be read properly, otherwise how would the game know what type of file it is? That's why a h4d extension needs be named properly like txt or obj when packing into h4r...


Yeah afterwards when I was working with the resource editor I noticed that in heroes.h4r, all of the files in the table of contents do in fact end with ".h4d".

Definitely going to keep the h4d stuff as is, but include options, when adding files for example, to not worry about the extension. The resource editor will just remove the extension of an added file and replace it with ".h4d" before adding it to the container (so make sure any of your files contain some sort of extension ).

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted May 01, 2021 08:37 PM

Hmm interesting. I'm guess it could also have a relation to how the program that's reading the files is setup perhaps. I recall the MH4 and ResEdit2 extract files differently, so one program has the object type in the first name like adv_object.name and the other names it in another way so it's in the extension like .obj
Dunno if this is of importance to you, as you got most files readable already with your ResourceEditor
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted May 02, 2021 09:28 AM

Karmakeld said:

I could be mistaken, but NimoStar saying the extensions isn't used inside the h4r, that seems wrong to me. To my knowledge, you need the proper extension when packing into h4r for the file to be read properly, otherwise how would the game know what type of file it is? That's why a h4d extension needs be named properly like txt or obj when packing into h4r...


Well, if so, this is just more for my argument since not all of the extensions originally used are "h4d"

However I did use hex edit on .h4r and didn't find the ".h4d" string at all.

The "file location" in original files isn't real, it's "virtual", it registers the source when the files were packed.

h4resex extracts all files without extensions.

Anyways, my only point is that if files are recognized by pointers, or evem by how they start (table.blahblah...), you don't need to force people into any "extension" pattern, as such the tool could pack any and every file you indicate it, without being limited by formal extension.
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