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Heroes Community > MapHaven Guild > Thread: "filled" terrain question
Thread: "filled" terrain question
Rakso
Rakso


Adventuring Hero
posted January 09, 2019 06:51 AM
Edited by Rakso at 06:52, 09 Jan 2019.

Found this one on a russian HotA map. Could anyone explain how to make such "terrain look" skin on HotA? I'd love to learn how to do that. Excellent parquetry for "inside building" locations on story maps!

Ps: I also recognize this method from "Deeply Inundated Dungeon" RoseKavalier map, but I didn't thought it actually could work on HotA, I mean: If it's not required to make a prearranged terrain for a map.

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Rakso
Rakso


Adventuring Hero
posted January 09, 2019 10:45 AM

OhforfSake said:
I am not sure I understand the question, is it not just snow and lava tiles?

It is, but the whole square is filled with the terrain texture. Considering it's neigbour to another terrain type, the tile should be looking like dirt, but it doesn't and makes a chessboard effect. The question is how one is supposed to accomplish such effect.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 09, 2019 11:25 AM

I don't think is terrain modification, but only a def. A pcx modified to def format then applied as new terrain, like all others.

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potmdehex
potmdehex


Known Hero
professional ERM™ scripter
posted January 09, 2019 12:21 PM

I don't see any non-standard pcx/def in use here, only the ones that come with the default game. Every tile of every map has its specific sprite specified in the map's .h3m file and there is no rule that  border sprites must be specified for tiles next to tiles of other terrains. That's just behavior of the standard map editor when placing tiles, nothing more or less.

You can achieve what's in the picture by either hex editing the map .h3m file or using a modified map editor or an external tool/library like h3mlib.

Here's a map editor mod I made a few years ago that allows choosing sprite id inside of the map editor (in the picture I am using some normally unused ones that are still present without any graphics modifications):

RoseKavalier might have something more recent and easy to use.

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Rakso
Rakso


Adventuring Hero
posted January 09, 2019 12:50 PM
Edited by Rakso at 12:58, 09 Jan 2019.

Salamandre said:
I don't think is terrain modification, but only a def. A pcx modified to def format then applied as new terrain, like all others.


Interesting. Maybe could you look at the map itself to confirm your thought? Also if you futhermore know how to do that, then would you be so generous to tutorial explain the whole process? Thanks.

Link

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Rakso
Rakso


Adventuring Hero
posted January 09, 2019 12:53 PM
Edited by Rakso at 12:57, 09 Jan 2019.

potmdehex said:
I don't see any...


Thanks. Does the mod work on HotA? I believe it would be pretty much likely very hard for me to hexedit terrain tiles on a H size map.

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted January 09, 2019 02:48 PM
Edited by RoseKavalier at 14:50, 09 Jan 2019.

I used some custom tool for Deeply Inundated Dungeon, one day when it is ready I will make it public. Still in the testing phase.

I looked at potmdehex's code for a while but in the end, it became easier to just write my own. Sadly, those bugged tiles crash the game but mapeditor can sometimes handle them

For now and to my knowledge, there is 1 public tool to manipulate tiles individually:
h3mtered

You can also look at this:
single tile editor
What it does is skip the process which smooths the map once tiles are placed. You just can't select what tile you are placing.

I doubt either of these work with HotA (I know for a fact the second doesn't) but you can always start working on a blank SoD canvas and then move over to HotA. Beware that hex modifications are all erased once the smoothing function activates.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Rakso
Rakso


Adventuring Hero
posted January 09, 2019 04:18 PM
Edited by Rakso at 16:18, 09 Jan 2019.

RoseKavalier said:
I used some custom...

Aww, man, that's awful. Sadly I can't do an overthrow from this editor onto HotA, beacuse my size H map work is already at 60-70% finished and I'm already doing it 1 year. I believe that loading picture wouldn't work neither, so seems like I must learn hex editing(Dunno anything about that yet) the .h3m or to give up on that totally then.
Unless, but I doubt that: You would make your tool also compactible with HotA, or in 2 versions: a SOD one, and HotA.
Sad that not as many tools appear for HotA, as do for SOD and Era.

At any case, thanks for help once again RoseKavalier!

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potmdehex
potmdehex


Known Hero
professional ERM™ scripter
posted January 09, 2019 04:52 PM

The HotA map format is based off of and extremely similar to the SoD map format so it's one of the easiest map conversions to make (SoD->AB/SoD->RoE for example is much more complex). I had a working converter a few years ago for HotA->RoE (and the map editor itself can convert RoE->SoD), not sure if the format has changed since then.

Here is the commit for that: link. If you really wanted to you could glean the format differences from there or compile and run h3mconvert from that revision (a GUI tool which lets you select a .h3m file to convert to RoE format).

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Rakso
Rakso


Adventuring Hero
posted January 09, 2019 05:23 PM

potmdehex said:
The HotA map format is based...

None of these looks helpful sadly, I need something that affects HotA itself inside HotA itself already(HotA has a new terrain type below Conflux land called highlands. Converting all that all over would just generate new issues for my map.

I think the easiest and most non-experienced with hexediting users friendly way would be to create a .dll for "more options in the map editor" stuff-like file, that could be pinned to a shortcut editor.exe file-source similarly as the gf_me_patch.dll works.

I mean a .dll providing the editor with same options as your editor shown on the pics above, with the only difference that you would try add Conflux's highlands terrain to it too.

Ofc that, if you are interested about making such a mapmaking terrain editing method easy accessible to every mapmaker user. That would be great imho.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 09, 2019 07:36 PM

I checked and is not a def. Well, for those willing to take the time and going into deep process, do it, for others you can just use a def, 5 minutes to make then implement into the lod. Jim Vogan use that in all his maps:




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Rakso
Rakso


Adventuring Hero
posted January 10, 2019 04:02 PM

Salamandre said:
I checked and is not a def. Well, for...

Thanks for suggestion. Could You help me tho? Looks like I'm awful at it haha. Actually I lack knowledge. What am I doing wrong?


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