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Thread: How to set the position of an enterance in map object? | |
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TURBANELLOS
Hired Hero
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posted December 03, 2015 02:56 AM |
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How to set the position of an enterance in map object?
As the topic said, I used DEF maker to make some pictures to become the map object model, but I don't know how to set the enterance for the object..
Those are dwellings of my new Forge Town.
The yellow parts(enterance) are all in the right position, but I suppose that some of them should be in left. How can I do that?
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Making a new mod..
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potmdehex
Known Hero
professional ERM™ scripter
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posted December 03, 2015 08:43 AM |
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If using a hex editor/binary editing, change the 6 bytes after the object's def name to change its passability, and the next 6 bytes after those to change its active (yellow) tiles.
Quote from my code:
Quote:
// The passable and active arrays are bitfields representing an 8x6 tile
// region where bit 1 marks passable and bit 0 impassable. Counting goes
// from left to right downwards towards the bottom right corner. This means
// that first bit in passable[0] is [x-7, y-5] from bottom right corner and
// last bit in passable[6] is the bottom right corner.
There is also an extension for the WoG map editor that allows you to make such changes from the GUI, by pressing space with the object selected in the WoG map editor.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 03, 2015 06:08 PM |
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It depends for which platform your town is. If for WoG/Era you have the object editor in tools folder, where you can set red/yellow squares then generate map code. If for VCMI, you must ask them, I don't know.
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avatar
Promising
Supreme Hero
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posted December 03, 2015 07:14 PM |
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In VCMI red and yellow squares modders are set by themself using plain text. Here's the code: http://wiki.vcmi.eu/index.php?title=Object_Format
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Baronus
Legendary Hero
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posted December 17, 2015 11:39 AM |
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Edited by Baronus at 11:41, 17 Dec 2015.
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You can edit exe file too.
Modding guide (polish language):
http://soe.bnx.pl/readarticle.php?article_id=6
Adress:
0x28AA00
First building:
> AA 00 bc 0a yz 0x <
> 00 00 C3 02 A6 00 <
AA - number of animation frames, in example 0 - no animation here.
00 - free space, if animation have more than 256 frames :-)
bc 0a - x argument (space betwen left brink of ecran and left brink of building) in pixels.
Here C3 02, reverse 02C3, in decimal 707.
yz 0x - y argument ( upper brink ecran and building)
A6 00 -->00 A6 =166.
And next buildind.
How is order of buildindgs? Here can help buildings.txt from bitmaps.lod. Compare it.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted December 17, 2015 02:16 PM |
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Salamandre said: It depends for which platform your town is. If for WoG/Era you have the object editor in tools folder, where you can set red/yellow squares then generate map code. If for VCMI, you must ask them, I don't know.
Object format is compatible between H3 and VCMI. You will see exactly same footprint in editor or RMG. Just VCMI uses JSON instead of hex edit or text tables.
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The future of Heroes 3 is here!
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