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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Advanced Options Map Editor
Thread: Heroes 4 Advanced Options Map Editor This thread is 7 pages long: 1 2 3 4 5 6 7 · NEXT»
iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted June 09, 2021 05:36 PM bonus applied by Galaad on 10 Jun 2021.
Edited by iliveinabox05 at 06:50, 24 Nov 2023.

Heroes 4 Advanced Options Map Editor

The advanced editor no longer requires users to install Java and comes with an exe.

Download the H4 Advanced Options Map Editor here.

For documentation on reading .h4c files, see the following link

Or, see the following:
Link to the open source repository for the H4 Resource Editor and Advanced Options Map Editor. If you are interested in making contributions, send me a pm.

Current Features:
- Create, open, and edit .h4c (Heroes 4) map files.
- Paint terrain as you can in the H4 editor, but with significantly larger brushes and different shapes (circle and square so far). The utility here is to be able to quickly and efficiently paint an entire map. It makes level design, as far as terrain, fast and easy.
- Paint "void" terrain. This is the completely black terrain that gets painted when using the rock or cave tool in the H4 editor. In the Advanced Options Editor, you can paint that type of terrain without the rock or terrain boundaries, and on any elevation. Just make sure you place all of your objects first, since we can't yet place objects with this editor.
- Gives quick and easy access to all map events and all objects which can contain events. Some fields on the events and objects are editable and some remain to be implemented. Most script types can be edited.
- Copy / paste events between maps or objects.
- Copy / paste scripts between events.
- Save / load events to / from file. Rather than have to open a map with the scripts you want to copy, you can create an event group, copy the scripts to the event group, and save that to file. All event groups are loaded when the Advanced Options Editor is started and the events can be copied / pasted to any map.
- Save / load quest huts, gates, and guards to / from file. Have a cool item shop or quest hut? You can save the scripting to file, and load it to any quest hut type.
- Viewing scripts in an event has been overhauled. Now scripts are in a Tree View, so you can navigate to any script you want, regardless of whether it is nested inside another script (such as inside a conditional script). You can create a new script at any level, and you can even drag and drop scripts to new locations, which can be extremely useful.
- Easily navigate to custom triggered events from a script which calls said event. For example, if I have a script which calls a Custom Event "Blah_1", then I can edit the "Trigger Custom Event" script, and there is now a button to open the custom event. This is especially helpful for getting to custom events on objects which can be spread out around a map.
- Area selection tool with advanced options such as copy / paste or move. Copy a part of the map, and paste it either in the same map, or on another.
- AI difficulty adjustments, using scripts, based on this forum topic.
- Rename numeric or boolean variables. They can be renamed within a single event, within an object, or map wide. To rename within an event, open the event and there will be a "Variables" button. To rename within an object, open the object and there will be a "Variables" button. To rename map wide, navigate to the "Events" tab and there will be a "Variables" sub tab.

Note. The renaming assumes you do not have any numeric variable with the same name as a boolean variable.

Planned Features:
0) Ability to manually add objects to the map.
1) Renaming feature for triggerable events.
2) Elevation features such as cliffs and plateaus.
3) Zoom in / out (right now you see the entire map).
4) Change map size without having to create a new map.
5) Random map generation.
6) Advanced scripting system.
7) Convert H2 maps to H4 maps.
8) Convert picture to map. (This is being worked on by others, thus the low priority).

Examples of the following can be found on the pages listed:
- Copying / pasting events: page 4
- Example of void terrain: page 7
- Above / below ground and grid: page 7
- Painting terrain: page 8
- Initial objects with events viewing: page 8
- Copying / pasting events between heroes and armies: page 8
- Event groups: page 9
- Saving / loading quest huts: page 9
- Script tree view: page 10
- View a custom event from a separate event: page 11
- Copying / pasting scripts between events: page 11
- Dragging and dropping scripts: page 12
- Initial area selection tool: page 12
- Copy and paste a portion of a map to another map: video

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 10, 2021 06:38 PM

Good, we needed this here at last.

Though I would put number 0 in priority list to actually be able to put objects in the map. As it stands, the editor (from the perspective of the use I can give it) is more like a trigger and event editor than anything without the ability to add objects.
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted June 10, 2021 06:45 PM

NimoStar said:
Good, we needed this here at last.

Though I would put number 0 in priority list to actually be able to put objects in the map. As it stands, the editor (from the perspective of the use I can give it) is more like a trigger and event editor than anything without the ability to add objects.


Yeah you are definitely correct about what has been implemented so far, definitely for making events and scripts significantly easier to work with.

What would your ideas be for placing objects? Similar to what we have with the actual game's editor?

I do still have some work for that as far as making it so you can actually see where you are placing the objects (need to implement a zoom in / out feature for that).

Placing objects is definitely possible, especially with the parsing classes for H4 objects that I had to create for the resource editor.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted June 11, 2021 03:46 AM

Not necessarily visually similar, but functionally similar click and drag would be the easiest I guess.

And yes, looking at everything zoomed out only would make that pretty far.

On the other hand placement maybe could be done only with showing/dragging the base, if implementing the drag on the graphic portion is a chore (the actual map editor has pixel detection).
____________
Never changing = never improving

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wuxiangjinxing
wuxiangjinxing


Hired Hero
posted June 11, 2021 06:14 AM

Could anyone downloaded the editor please upload it?  The CH website is down now.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted June 11, 2021 06:28 AM
Edited by iliveinabox05 at 06:29, 11 Jun 2021.

wuxiangjinxing said:
Could anyone downloaded the editor please upload it?  The CH website is down now.


It sure is down at the moment. Not sure what's going on.

Anyway, here is the google drive link.

You also need to install the Java 1.8 JRE, since this tool is coded in that version of Java.

Someday I should probably update to a more recent Java version..

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Roman2211
Roman2211


Adventuring Hero
posted June 11, 2021 11:40 AM
Edited by Roman2211 at 11:41, 11 Jun 2021.

Well, in the old 2003... please read the RTF file it is interesting

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted June 11, 2021 04:38 PM

It looks like there might be a discrepancy with what is posted over at CH for this tool. For now, use the CH page for instructions on installing Java, and use the next link I provided above for the actual download of the tool itself.

Roman2211 said:
Well, in the old 2003... please read the RTF file it is interesting


Advanced scripting is definitely something I thought about doing. At this point, the best that could be done would be to have certain advanced scripts that map makers could apply to events, for things like creating an event for a shop (looping script).

Some of this can actually already be done just by saving your scripts via the Advanced Editor and then copying / pasting them to any map you like.

If we get far enough with the reversing of the game, I would certainly like to add new scripts

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IamNotHelping
IamNotHelping


Hired Hero
posted July 04, 2021 08:12 AM

Hello,

I am using a 64 bit windows OS, so I installed the x64.exe java like you said on CH. However I am unable to open the Heroes_4_Map_Generator JAR File.
Since my processor is Intel i5-7200U, I also tried to install the i586.exe version like its said to in the README file. I still dont seem to be able to open the Advanced Editor.

Do you know what might be the issue?
____________

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 04, 2021 06:08 PM

IamNotHelping said:
Hello,

I am using a 64 bit windows OS, so I installed the x64.exe java like you said on CH. However I am unable to open the Heroes_4_Map_Generator JAR File.
Since my processor is Intel i5-7200U, I also tried to install the i586.exe version like its said to in the README file. I still dont seem to be able to open the Advanced Editor.

Do you know what might be the issue?


x64 is the version you want. If my instructions said the i586 version was for intel, then that's just plain wrong, lol.

x64 is for 64 bit Windows systems, and i586 is for 32 bit Windows systems.

I would say uninstall those Javas, and then install the x64 version for Java 1.8.

At that point, if double clicking the jar file doesn't open any window, there should be a log file in the directory where the jarfile is.

And just to be clear, when you extract the folder from the zip file, you need to leave the jar file in that folder as it has dependencies to other jar files in there which it locates by path.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 19, 2021 08:32 AM
Edited by NimoStar at 13:38, 19 Jul 2021.

For some reason, just applying some AI-enhancong scripts with the tool made Death campaign 8x more heavy (from 500 kb to over 4000 kb). Any ideas why?

When I added my own scripts manually, this sort of file inflation didn't happen.


The version is uploaded on the H4 Ultimate discord: https://discord.gg/N8GAPaR6

Maybe it's because some scripts are added to everything (like AI diminishing neutrals to each neutral), but even then, 1.000.000 extra bytes per map seems excessive (considering these are 2 small and 3 medium maps).

Also, heroes are named "#H4MG Show Map Hero", is this intentional and does it fullfil a function?

Last but maybe least, heroes placed on water are put in without a ship. This looks, feels, and works wrong. Maybe making a script so that those heroes appear with a ship appropiate to their faction, or even random?



On the other hand, I reckon this is just for showing the map to the AI, but it seems terribly hacky. Does this not generate any known bugs? Each army fighting 100 black dragons at game start, wo.

I would prefer there being a real way of adding random enemy heroes as wandering enemies on the map

________________________

PS2: I thought the "reduce neutrals" command was for number of creatures, turns out it was percentage of creatures. Though there are unused (in settings) variables for number of creatures as well. Will these get incremented? In any case, the dialog should say "Percentage" and wether this is percentage of creatures deducted, or remaining.

Example, I set it to 1 and check to see this is "1%" in the triggers, but I don't know if this means that AI fights 1% of monsters, or that monsters get 1% reduced for it.

There are wheels besides these actions in the editor but clicking in them does nothing for me. I don't know if they are suppossed to do something?
____________
Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 19, 2021 06:10 PM
Edited by iliveinabox05 at 18:56, 19 Jul 2021.

NimoStar said:
For some reason, just applying some AI-enhancong scripts with the tool made Death campaign 8x more heavy (from 500 kb to over 4000 kb). Any ideas why?

When I added my own scripts manually, this sort of file inflation didn't happen.


The version is uploaded on the H4 Ultimate discord: https://discord.gg/N8GAPaR6

Maybe it's because some scripts are added to everything (like AI diminishing neutrals to each neutral), but even then, 1.000.000 extra bytes per map seems excessive (considering these are 2 small and 3 medium maps).


There is definitely a reason. The scripting on the event to reduce neutral stacks when encountered by the AI are quite long, as they must cover every possible creature.

I've thought about maybe only adding the scripting for the creatures on the stack, but then if someone makes an update to any of the creatures, the scripting would no longer work.

I did see your comment about moddb having issues with even slightly bigger uploads, but as you said, you could have them separately if they're a problem. Google drive would more than suffice.

NimoStar said:
Also, heroes are named "#H4MG Show Map Hero", is this intentional and does it fullfil a function?

Last but maybe least, heroes placed on water are put in without a ship. This looks, feels, and works wrong. Maybe making a script so that those heroes appear with a ship appropiate to their faction, or even random?

On the other hand, I reckon this is just for showing the map to the AI, but it seems terribly hacky. Does this not generate any known bugs? Each army fighting 100 black dragons at game start, wo.

I would prefer there being a real way of adding random enemy heroes as wandering enemies on the map


These heroes are only for showing the map to the AI players. They serve no other function, and are all removed on the first day before the player could even have the possibility of running into one.

I have encountered no issues, and it's just an auto calculate when the AI hero is slaughtered by 100 black dragons, so there isn't any noticeable processing time.

NimoStar said:
PS2: I thought the "reduce neutrals" command was for number of creatures, turns out it was percentage of creatures. Though there are unused (in settings) variables for number of creatures as well. Will these get incremented? In any case, the dialog should say "Percentage" and wether this is percentage of creatures deducted, or remaining.

Example, I set it to 1 and check to see this is "1%" in the triggers, but I don't know if this means that AI fights 1% of monsters, or that monsters get 1% reduced for it.

There are wheels besides these actions in the editor but clicking in them does nothing for me. I don't know if they are suppossed to do something?


Well, I'm not sure why it would be the number of creatures, since you can have many more than 100 in a stack

But I will definitely make sure to add "%" to make it clear, since I really should have any units listed on the display. I've added this to my list now.

As the feature is called "Reduce Neutrals", it is a reduction from their total number, so it would be a bit redundant to list it twice. I guess what I could do is just add a tool tip that says that, or have it maybe under the cogwheel menu.

For the other settings, I haven't looked in a while, so I'll need to check when I get back home from work.

Currently I'm looking at repairing maps that contain objects that aren't in a user's resource files (custom objects), causing the map to be unopenable / unplayable.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted July 19, 2021 07:23 PM
Edited by NimoStar at 19:28, 19 Jul 2021.

First off thanks for the quite exhaustive answer.

Quote:

There is definitely a reason. The scripting on the event to reduce neutral stacks when encountered by the AI are quite long, as they must cover every possible creature.

I've thought about maybe only adding the scripting for the creatures on the stack, but then if someone makes an update to any of the creatures, the scripting would no longer work.


I see. I suggest you add the "abbreviated" method as an option, but I don't know how much work that would be.

The campaign maps don't normally modify the neutral stacks so in that and for 99% of normal maps, they would stay the same (such as in all the maps that come with H4 and would benefit from this option). I would like to "remaster" all the maps with the script thus not making the game easier on Champion difficulty due to dumb AI, but with size inflation this is not very feasible as the mod download would perhaps quadruple its size.

There are over 850 maps in Ultimate and while a fair share of them are tests and object showcases, even 600 would add like 600 mb, a full CD of data.

if I understand the list of 73 monsters in each can be normally reduced to 1 (three if they use "give initial creatures"), then the script can be made up to 73 times more efficient. That's a massive data and processing persformance gain if you ask me! More than worth it. Imagine engineers could make a hard drive 7300% larger and a processor 7300% faster, just like that

Quote:
I did see your comment about moddb having issues with even slightly bigger uploads, but as you said, you could have them separately if they're a problem. Google drive would more than suffice.


Well, it's a combination of ModDB upload having very low tolerance, and me having a low latency connection with bad wifi and several repeaters. So if I lose upload for like 5 seconds due to interference, moddb upload "fails" and it has to start over. The bigger the file, the greater the chances of failure (and it's already at like 80% failure, requiring trying several times).

Quote:
Well, I'm not sure why it would be the number of creatures, since you can have many more than 100 in a stack


The counter starts at 0 (not a slider or other graphical notation), so I would not know in any way it is limited to 100. I just used 1, 5, 10, 15 and 20, believing those are the numbers supressed from each monster stack. I guess they work as percent anyways (somewhat), but it was definitely a surprise when I looked at the actual variable names.
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Never changing = never improving

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 19, 2021 11:53 PM

NimoStar said:
I see. I suggest you add the "abbreviated" method as an option, but I don't know how much work that would be.

The campaign maps don't normally modify the neutral stacks so in that and for 99% of normal maps, they would stay the same (such as in all the maps that come with H4 and would benefit from this option). I would like to "remaster" all the maps with the script thus not making the game easier on Champion difficulty due to dumb AI, but with size inflation this is not very feasible as the mod download would perhaps quadruple its size.

There are over 850 maps in Ultimate and while a fair share of them are tests and object showcases, even 600 would add like 600 mb, a full CD of data.

if I understand the list of 73 monsters in each can be normally reduced to 1 (three if they use "give initial creatures"), then the script can be made up to 73 times more efficient. That's a massive data and processing persformance gain if you ask me! More than worth it. Imagine engineers could make a hard drive 7300% larger and a processor 7300% faster, just like that


There is also the question of random neutral stacks, which aren't selected until you run the map. Can't use an abbreviated set of scripts for them. (Though now that I think of it, I would have to go back and look and see if I did anything for those types of stacks at all)

I'll add an issue for only applying the reduce neutrals event for the creatures on a stack, but it will be under the "nice to have" priority.

NimoStar said:
The counter starts at 0 (not a slider or other graphical notation), so I would not know in any way it is limited to 100. I just used 1, 5, 10, 15 and 20, believing those are the numbers supressed from each monster stack. I guess they work as percent anyways (somewhat), but it was definitely a surprise when I looked at the actual variable names.


I'll either add a tooltip, info icon, or both, which will have the descriptions of each of the options.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted July 20, 2021 04:23 AM
Edited by iliveinabox05 at 17:35, 02 Dec 2021.

Update -
Two new features are in the works, with one being completed but not yet updated in the delivery:

1) Repair Map. If you've ever done any modding of adventure objects, you will probably have run into accidentally making a map unreadable by the editor / game. Hopefully you made a back up of the map first, but if not, you generally can't get it fixed.

Now when this happens, simply use Tools->Repair Map, and the advanced editor will go through all of the map objects to search for those not in the usual h4r data files.

Once they have been found, you have a few options:
- Remove from the map
- Do nothing (in case you want to do something else with it)
- Replace the object. You will be given a list of choices from the usual h4r data files that match the type of the object being replaced.
- Replace the object with a sign. This will replace the selected object with a sign on the map containing the name of the object.

The h4r files to search through is also configurable from the file config.bundle in the config directory.

This feature can also be used if you just want to make an Equilibris map, or map using modded objects, compatible with WoW.

2) H3 map -> H4 map conversion. Just like it sounds: convert HoMM3 maps to HoMM4. Currently terrain and towns can be transferred. Next is resources and mines.

The driving force for this particular feature is porting Heroes Chronicles into H4 (and after that, the other H3 campaigns!) It could also be useful to convert random maps generated in H3, but there will be quite a bit that would need to be implemented to preserve things like passability.

Neither feature is in the current download for the advanced editor, but they will be soon.

*********************************************************

NimoStar said:
PS2: I thought the "reduce neutrals" command was for number of creatures, turns out it was percentage of creatures. Though there are unused (in settings) variables for number of creatures as well. Will these get incremented? In any case, the dialog should say "Percentage" and wether this is percentage of creatures deducted, or remaining.


Are you talking about the variables h4mg_numCreatures and h4mg_numCreaturesToRemove in the Timed event? If so, those are used when calculating the number of creatures to remove from a neutral stack.

NimoStar said:
There are wheels besides these actions in the editor but clicking in them does nothing for me. I don't know if they are suppossed to do something?


Clicking on the cog wheel to the left of the Reduce Neutrals label doesn't bring up a window containing the reduce neutrals events? It should bring up an "Edit Event Group" frame.

Or did you mean the number spinner to the right of the Reduce Neutrals for AI label and checkbox? You can only set a spinner value if the checkbox next to the label is checked.

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Albyx
Albyx


Known Hero
posted January 22, 2023 07:03 AM

Nice job on Advanced Editor!

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted January 22, 2023 07:29 AM bonus applied by Galaad on 07 Mar 2023.
Edited by iliveinabox05 at 19:03, 10 Mar 2023.

Another smaller update.

- Generating a random hero when the "has main town" and "generate hero at main town" check boxes are checked. These heroes are placed at the entrance to their corresponding towns.

- Heroes defined in a town are now placed at the town entrance.

- Now converting random towns and random dwellings.

Random towns are linked to the player that owns them, while random dwellings (that are linked) are linked to the town's name that they belong to, or if the town isn't named then they are linked to the player.

*********************************************************

Smaller update.

- Added checks to ensure all units and objects are placed within the map (on valid map grids). It seems the game's editor has no issues viewing a map with objects placed outside of the map, but in some cases the game will not start and flag the map as "bad."

One case is when an army is outside of the map grid. Another, stranger case, happens when a town is placed too far to the bottom left of the map, which the game's editor will actually allow you to do.

Another check I've added is to ensure that at least one interactive point on interactive objects is on a valid map grid.

Bug fixes:

- Fixed a bug where I was mixing display row/column, which is 1 based, with object row/column, which is 0 based.

*********************************************************

Another update.

- H3AI value to H4XP value implemented using the 1XP per 15AI conversion suggested by Baronus. For the random amount for a stack case, I am just getting a random amount in the general range seen in H3 maps for the different creature levels, and then converting that amount to an H4 stack.

- Added spell conversion. Instead of trying to give a spell, which requires the hero have the requisite knowledge, I'm instead giving a parchment for rewards. A hero still needs the knowledge, but at least the spell won't just disappear. Scholars that give spells are converted to parchments.

- Added transferring of team data.

- Updated to convert the tan or pink player colors to one of the other H4 player colors if any are available, instead of just setting them to neutral.

- Updated to allow multiple maps to be selected when converting H3 maps to H4. When multiple maps are selected, they are joined into a campaign. When a single map is selected, it is saved as a single scenario.

- Updated to convert each map on its own thread.

Bug fixes:

- Fixed an issue with remembering / getting the h4 directory when converting an H3 map.

QoL:

- Fixed remembering the last directory. Now remembering the last directory where a file was opened, as well as the last directory where a file was saved.

*********************************************************

Update.

I updated the H4 Advanced Options Map Editor with some more H3->H4 stuff implemented.

- The three special loss conditions are now being converted: lose hero, lose castle, and time expires.

- Compliant stacks are now being made compliant in H4. This also means I'll be able to add a checkbox at some point to the creature dialog in the advanced editor to allow users to make stacks compliant.

- All creatures have a conversion (based on the list I posted in the H3->H4 thread). That means I do need to figure out the H3AI value->H4 exp conversion.

- Refactored mine handling code so that the owner could be converted and handle abandoned mines as well.

- Updated lake object handling to use the more horizontal or vertical shrubs where appropriate for a better look. This still needs a little work, but is getting there.

- Added converting of many more objects.

Bug fixes:

- Separated heroes and prisons so that a prison object is used for heroes in prisons

- Converting a temple to a random temple caused the map to be unreadable.

- Lake objects that were partially off of the H3 map could cause an exception to be thrown.

*********************************************************

Update.

I updated the H4 Advanced Options Map Editor download last night with some good new stuff for H3->H4 conversion.

- Updated to center an H4 object's footprint on the H3 object's non-passable footprint. This effectively centers  the H4 object on the H3 object.

It's not perfect, since I use the smallest bounding rectangle for H3 objects, which can include some passable grids, and I also use the entire footprint of the H4 object, which can also contain passable grids.

The "correct" way to do this would be to find the centroid of each footprint and use that as the actual center, but what I've done is definitely good enough.

- For H3 objects with larger footprints, such as mountains, I search for H4 objects with similar sized footprints.

This also isn't perfect, since grid sizes don't map perfectly between rectangular and isometric, as well as the passability issue, but it's also more than good enough.

As far as passability, you can easily take a look at the H3 map, and then drop a few more objects on the H4 map to keep passability consistent.

- Added a lot of new object conversions / transfers. A good number of the more commonly used landscaping objects are being transferred, as well as some of the interactive objects that I hadn't gotten to yet.

Some things still need some tweaks, such as lake objects, but they're still looking good to my eyes.

I haven't been able to exhaustively test all the updates and additions for this feature, so if anyone tries it out and finds a map that doesn't properly convert, please let me know so I can take a look and fix it. There are many edge cases, and I've only run into a couple of them during my testing.

Bug fix:

- Fixed a bug where the selected H4 directory doesn't get saved for next time.

*********************************************************

Albyx said:
Nice job on Advanced Editor!


Thanks Albyx

Update

Since I heard there was some interest in the h3->h4 conversion in some remote corners of the heroes fandom, I've gone ahead and updated the advanced editor.

New features:

1) h3->h4 map conversion. Still unfinished, but it has come a long way since it's conception.

2) Repair map.

More info on these features from my previous update above.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted March 17, 2023 03:44 AM

And another update for the Advanced Editor, H3->H4 conversion edition. I think this feature is just about ready to be labeled version 1.0.

- Converting random monsters

- Finished mapping of spells and artifacts

- Massive speedup

It turns out that the biggest bottleneck of time here was parsing the image data from adventure objects. Adding an option to not parse that data sped up the conversion by more than 95%. An XL map took about 7 seconds to convert.

- Convert / transfer remaining interactive objects.

Dragon Utopia, Witch Huts, Eye/Hut of the Magi, Spell Shrines, portals, redwood observatories, black markets, taverns, oasis, swan ponds, watering holes, sanctuaries, warriors tombs. Also random artifacts and spell scrolls. And also obelisks and the grail.

Outstanding items.

- Ensure army objects are placed on passable grids.

This one is pretty big, but I feel like it's the last major thing to implement before calling H3->H4 conversion version 1.0.

It will require a passability map while reading in maps and placing / removing objects.

- Remaining objects: Refugee Camp, Altar of Sacrifice, Freelancer's Guild, and Sirens

These could be done with quest huts and scripting, but that would be a bit time consuming for me to tackle, so getting to these will probably be last on my list (behind my other projects).

- Rivers break passability

I had a simple idea to fix this that I tried out, but it completely failed so I'll have to come up with an actual real algorithm to trace rivers and keep them from becoming impassable.

This one probably also needs to be fixed to call this feature 1.0.

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relancer
relancer


Hired Hero
posted May 01, 2023 07:06 PM
Edited by relancer at 19:17, 01 May 2023.

Hello.

Is there any kind of tool/information or help with this util how can I convert h4s or h4c to data format and pack it back??? Or access adventure map object without just editing custom always different bytes???

I want to take control over adventure element, like hero army, to be able to at least select, better: to know how to modify. WITHOUT EDITOR, because map I want to do requires too much (1000+) dropdown field and very hard to restore if i lose change, I want to emit editor or access the cell.
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relancer
relancer


Hired Hero
posted May 01, 2023 07:41 PM
Edited by relancer at 22:26, 01 May 2023.

relancer said:
Hello.

Is there any kind of tool/information or help with this util how can I convert h4s or h4c to data format and pack it back??? Or access adventure map object without just editing custom always different bytes???

I want to take control over adventure element, like hero army, to be able to at least select, better: to know how to modify. WITHOUT EDITOR, because map I want to do requires too much (1000+) dropdown field and very hard to restore if i lose change, I want to emit editor or access the cell.


I actually extracted gzips as inner map.. Receiving map starting with bytes
1d 00 02 00 like this document says

https://docs.google.com/document/d/1j35syvvSBywvfG54nj5WfQEaPc9nJV8ZQEFez8StKrk/edit

but there is NO information how to locate army slots...
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