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fred79
Disgraceful
Undefeatable Hero
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posted February 09, 2013 07:49 PM |
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i appreciate it, man. i haven't the slightest how these errors came about, this was my old h3sprite.lod and zeobjts.txt. worked flawlessly before. copy and paste must somehow create problems with these files...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 09, 2013 07:58 PM |
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Well, the whole thing is a MESS, sorry to tell. Number of objects in the list is wrong, the *pac is *lod so will not read, then it contains 4817 objects including Composite objects mod and hundred of regular defs you did not modify therefore they don't have to be in, it was clearly done under early wog version. If one wants to use this mod + composite at once, he will probably get in trouble.
Fixed txt file
Rename *lod to *pac.
@Edit: ok tested composite + yours, they work together while sharing hundred of defs. Now is too late to remove non modified defs from but for next mod would be better to include only what you work on, not the whole content of your H3sprite.lod.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 09, 2013 08:13 PM |
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Quote: Well, the whole thing is a MESS, sorry to tell. Number of objects in the list is wrong, the *pac is *lod so will not read, then it contains 4817 objects including Composite objects mod and hundred of regular defs you did not modify therefore they don't have to be in, it was clearly done under early wog version. If one wants to use this mod + composite at once, he will probably get in trouble.
Fixed txt file
Rename *lod to *pac.
@Edit: ok tested composite + yours, they work together while sharing hundred of defs. Now is too late to remove non modified defs from but for next mod would be better to include only what you work on, not the whole content of your H3sprite.lod.
i'm baffled. the last object number was read under objtxteditor as the number posted at the top of the txt file. as far as .lod, i have tried using .pac before also, but not with the new text file. yes, it was created when i first got wog, so it would be old. i will try your revision of the text file and see what's what. thanks for your help. i really do appreciate it.
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fred79
Disgraceful
Undefeatable Hero
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posted February 09, 2013 08:24 PM |
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i am getting a "error-input past end of file" when i try to open the new .txt file in objtxteditor.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 09, 2013 08:33 PM |
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fred79
Disgraceful
Undefeatable Hero
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posted February 09, 2013 08:52 PM |
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Edited by fred79 at 22:08, 09 Feb 2013.
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thanks, salamandre.
EDIT: i made a backup of my heroes 3 folder with era 2 installed + grayface's map editor patch(for advanced options on objects). i will keep trying to find a way to add my old h3sprite, and see if i can come up with something that works. i may end up having to isolate the changes i made to the pre-existing stuff(that i didn't change the name on). *sigh*, 3000+ objects to go through. thanks anyway for trying, salamandre.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 09, 2013 11:06 PM |
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Quote: grayface's map editor patch
#@%$? Era editor is already patched.
@Bersy, HERE are objects.txt for Hota and 300 spartans, for unknown reason object editor can only open the 300 one. First I thought it may be related to defs names longer than 12 digits but is not the case(tested). It does not affect editor or game play, only obj editor. Same issue with Fred's txt, no idea why.
@Edit: found the reason. Myobjects.txt should have n* of defs from custom pac + 1. This is fixable in all mods except fred's one because I have no idea how many new objects he uses, pac is full of trash from H3sprite.lod.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 09, 2013 11:49 PM |
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Edited by fred79 at 04:35, 10 Feb 2013.
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it is initially, but i've had the option "advanced options" in map editor disappear TWICE now. i couldn't just use my backup era 2 folder, i had to delete everything in the 3do folder, then copy+paste from a backup of vanilla h3, THEN run era2 dl from scratch. that seems the only way to keep that option in map editor.
anyway, i think i have come up with the solution to my problem(although it is more complicated): instead of trying to add the old h3sprite, i will:
FIXED.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:02 AM |
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The problems is your mod are a bit more complicated. Each mapmaker needs easy to scroll editor, and you replaced objects but they are not in the right column (special terrains, huts, monoliths etc are scattered randomly). There are three options, one easy, one hard and one selfish. The easy one: you don't replace anything, give new name to those def and mapmaker scripts them how he likes. The hard option: you redo and try to put everything in right place.
Third option: you make the patch for your own usage only cuz you know where they are.
I found a functional monolith two ways in lava column, between a blank object and a nude female. There is also a witch hut with two yellow entrances between a fire and a nude female (again), which will give strange results in random maps. Some other strange issues, as a cursed ground def which looks like a fire camp...did not check further.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:16 AM |
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Edited by fred79 at 04:36, 10 Feb 2013.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:23 AM |
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Why you keep saying era 2.4 replaced by 1.8, 2.4 is 1000 times better and complete, and this has nothing related to your mod problems. You choose to replace things instead of just giving blank graphics to mapmakers. Monoliths, huts and terrains should be in "other" column, if you put them randomly, it will be very hard to find them. Is not much of a work to change location, you can also leave it as it is, objects are nice, now let's see who finds it friendly scrollable, that's all.
My composed objects mod does not replace anything. All names are uniques, mapmaker uses them as he likes.
Let me give you an example:
Both monoliths have same subtype in your mod. Means the guy takes the blue and exits through red. Now think about confusion.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:28 AM |
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so, let me see if i have this right: i can go into objtxteditor with the .txt file, wipe all the specific info i made, and that should work? i'll play around with it, and see what i can do. first thing i'll do is chop it up into sections, it'll be easier to deal with in pieces. then run tests based on each section. seems logical.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:30 AM |
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First step would be to scroll your pac in MMarchive and delete all the objects you did not touch (heroes, flags etc). Once only your objects remains, count them and compare with your zeobjts.txt. To open it in object editor, the number in upper corner must be your objects number + 1.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:30 AM |
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Edited by fred79 at 00:33, 10 Feb 2013.
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Quote:
My composed objects mod does not replace anything. All names are uniques, mapmaker uses them as he likes.
Let me give you an example:
Both monoliths have same subtype in your mod. Means the guy takes the blue and exits through red. Now think about confusion.
i'm not making this a mod for everyone else, i just want to get back what i had before, so i can continue my work. i'm not looking to have this mass-produced, i still have a lot of work to do to make another "fred objects" patch.
EDIT: nevermind, posted before i saw your reply.
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:32 AM |
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Quote: First step would be to scroll your pac in MMarchive and delete all the objects you did not touch (heroes, flags etc). Once only your objects remains, count them and compare with your zeobjts.txt. To open it in object editor, the number in upper corner must be your objects number + 1.
that makes the most sense(and was my first option, but i was worried the work would be for nothing, that i'd still have the problem). probably better to do that then what i WAS gonna do. thanks.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:36 AM |
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Once you have only your objects remaining, it will be easy to change the location of a few defs. Right now I can't even open your objects.txt because I have no idea what number to put in. The number in your objects.txt is not identical to the number of defs in pac, and it should be.
Ok, found, it is 3423. Replace and now you can open it.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:39 AM |
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Quote: Once you have only your objects remaining, it will be easy to change the location of a few defs. Right now I can't even open your objects.txt because I have no idea what number to put in. The number in your objects.txt is not identical to the number of defs in pac, and it should be.
the first edit you made for me opens. the second one does not, says "error- info past end of line". my initial one opens, tho. and the count is right, at least for the .txt file. i have no idea how the numbers between them would have changed, they were both copy+pasted.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:41 AM |
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fred79
Disgraceful
Undefeatable Hero
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posted February 10, 2013 12:46 AM |
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Edited by fred79 at 00:48, 10 Feb 2013.
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thanks, salamandre. one last question: if i were to combine my 2 previous uploads, get rid of the duplicates between them, then add to that whatever i found that wasn't in the era 2 txt file + the txt file under era 2's "data", would that still cause a conflict?
the reason i ask is because i already have to delete stuff from the wog txt and sprite, and i don't want to have to delete stuff from the "composed objects" patch and the "heroes 2 objects" patch after i added them.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2013 12:54 AM |
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I am sorry, I don't have a clue what's about. I suggest to build your last mod properly, then when is done, compare text files from previous mods with this then add what is left. I don't see another way.
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Era II mods and utilities
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