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Heroes Community > MapHaven Guild > Thread: [H3] The Mapmaker's Thread
Thread: [H3] The Mapmaker's Thread This thread is 17 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 · «PREV / NEXT»
Rince
Rince


Hired Hero
posted May 11, 2018 06:07 PM
Edited by Rince at 18:12, 11 May 2018.

RoseKavalier said:

While messing around, I previously copy-pasted two creatures on top of each other. You could fight the first creature, but the second one would crash the game.


I tried that as well and sometimes the second creature doesn't crash the game. Its quantity grows to 4095 and it has some random artifact and resources.

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Biobob
Biobob


Famous Hero
the Bobler
posted May 11, 2018 10:38 PM

Some great updates here, I need to look into it further
____________
Maps
The Mapmaker's Thread

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 12, 2018 02:32 AM

Back from the dead

Took a quick shot at Spell Book / Grail :


I haven't tried to see if Spell Scroll is a valid artifact, it would be interesting to lose spells!
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Hazar
Hazar

Tavern Dweller
posted May 12, 2018 09:30 AM
Edited by Hazar at 12:27, 12 May 2018.

I think it also can be used for war machines and first aid tent.
____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 16, 2018 02:20 AM

Hazar said:
I think it also can be used for war machines and first aid tent.

Yes! All War Machines are a go.
You can have no catapult as a result... but the moment you go to town siege it appears out of nowhere

As for Spell Scroll - they can be set as Quest but the problem is that it is not removed from your inventory/hero.
The code to remove artifacts has a specific check for Spell Scroll where it exits the subroutine.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Hazar
Hazar

Tavern Dweller
posted May 16, 2018 06:58 AM
Edited by Hazar at 16:42, 16 May 2018.

RoseKavalier said:

As for Spell Scroll - they can be set as Quest but the problem ...


Yes, I've tried it.

Also I added scroll to Pandora's Box, etc.
The result was the same - exception.

-----------------

+ I tried to add all possible spells (creature's magic) to the scrolls or scholar. But the result was useless
[url=http://www.filedropper.com/extraspells]extra_spells[/url]

____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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Hazar
Hazar

Tavern Dweller
posted May 21, 2018 06:08 AM
Edited by Hazar at 08:21, 21 May 2018.

bug in gameplay -> one way monolith + extra subtypes

I have found the problem with extra numbers of subtypes of the one-way monoliths.

There is unexpected behaviour of subterrian gates on the map.
Some ways are shifted. The first of them (Underground) generates the bug.
The last one (Surface) is blocked.

[url=http://www.filedropper.com/bug-onewaymonolith]example map[/url]
____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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Rince
Rince


Hired Hero
posted May 21, 2018 10:53 AM

Hazar said:
I have found the problem with extra numbers of subtypes of the one-way monoliths.



This problem was fixed in SoD SP plugin. Keep in mind though that the AI doesn't see the new types of monoliths anyway, if I remember correctly.

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Hazar
Hazar

Tavern Dweller
posted May 21, 2018 11:27 AM

Rince said:

This problem was fixed in SoD SP plugin.


I have tested on the SoD SP v1.14b

____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 21, 2018 03:53 PM

Hazar said:
I have found the problem with extra numbers of subtypes of the one-way monoliths.

There is unexpected behaviour of subterrian gates on the map.
Some ways are shifted. The first of them (Underground) generates the bug.
The last one (Surface) is blocked.

example map


Blank map when loaded through game.

If it's a problem with SoD_SP specifically, report it over here.

Game has to be created with SoD_SP 1.13+, otherwise the game can still overwrite data and SoD_SP cannot fix it once it's already broken.

######

I just tested with subtype 9999 (both 1-way and 2-way)
[note, don't go over subtype 65533 ~ technical reasons. Number is correct.]


AI takes it if there's something at the end.


Then I placed these islands with a lot of 2-way monoliths and windmill at the end ... hero would take the path.


So just give AI some incentive and they will usually go.

Again, if you see a bug, report it please. I check as much as I can but there is only finite time available
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Hazar
Hazar

Tavern Dweller
posted May 22, 2018 06:47 AM
Edited by Hazar at 12:56, 22 May 2018.

>Invalid or corrupt map file

It's really strange. Maybe it was the problem with File server.
I have packed the map into zip with password 54321
Please check
[url=http://www.filedropper.com/bug-onewaymonolith_2]map zip[/url]
____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 22, 2018 07:43 PM

Everything is working on my end, all monoliths, all subterranean gates.

While I am using v1_15, there was no change to this code area since 1.14. Does it happen every time you try this map?
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Hazar
Hazar

Tavern Dweller
posted May 22, 2018 09:09 PM
Edited by Hazar at 21:13, 22 May 2018.

RoseKavalier said:
Does it happen every time you try this map?


Sorry))
SP mod was disabled for such a case.
This mod has fixed the problem.
Thank you.

Sorry once again.

____________
My map
[url=http://www.maps4heroes.com/heroes3/maps.php?keywords=Hazar&type=The+Shadow+of+Death&size=Extra+Large&difficulty=Impossible&sort=2]The Last Crusade[/url]

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Kindrel
Kindrel

Tavern Dweller
posted May 23, 2018 10:11 PM
Edited by Kindrel at 22:12, 23 May 2018.

So I'm playing heroes 3 on steam and I'm making a map and I'm trying to create and event where the player can choose yes/no if you want to accept the terms of the event, if you choose yes you loose 10k gold (pay to enter an area) is this possible to do somehow? :s

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted May 24, 2018 03:04 AM

Kindrel said:
heroes 3 on steam

no, Quest Guards were implemented in Armageddon's Blade which is not part of the steam version and most likely never will be... unless they can magically find the source code and need more money.
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My Let's Plays: Metataxer's Revenge - The Empire of The World 2

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Kindrel
Kindrel

Tavern Dweller
posted May 24, 2018 11:11 AM

RoseKavalier said:
Kindrel said:
heroes 3 on steam

no, Quest Guards were implemented in Armageddon's Blade which is not part of the steam version and most likely never will be... unless they can magically find the source code and need more money.


Oh I see so that's only in the expansions. I thought it said at some point in the editor that the player could somehow choose to accept an event or not haha but I guess not. Thanks alot

Yeah the steam version is snow but I play it with my friends online and it's so much simpler than needing gameranger and even with that someone always disconnects. When I play solo I play HommIIIComplete.

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Uhm
Uhm


Hired Hero
posted July 13, 2018 10:02 AM
Edited by Uhm at 10:12, 13 Jul 2018.

I've got a request to the modearator: this is an update for a second post in this thread. I kindly ask to replace the old one, because there was some bad information, I've added links to files containig additional objects and explained how to have both campfires on our map

How to add unavailable objects in SoD?



Objects that can be added to the original SoD from left to right:
adcfra0.def
advmwind.def
avartif.def
avgnoll.def
avxmktt0.def
avxoblr.def
but probably there is one or two more.

It's rather simple and works without WoG. Open H3bitmap.lod with MMarchive. Find Objects.txt and extract it. After opening it, you will get something like this:


Just press Ctrl+f and write down name of similar object, which is available in editor (check for a def name in WoG editor or [url=http://heroescommunity.com/viewthread.php3?TID=43775&pagenumber=1]Unleashed[/url]. Open object's advanced properties). Copy whole line, paste below and change it's name to a desired one. Save "Objects.txt" and put to the "data" folder. Notice, that you can change type and passability of every object and your map will "remember" this change, even when you will change values in "objects.txt" once again. Thus, the same objects on your map can have different content! When your map is saved, remove "Objects.txt" from "data", so game won't crash.

I've prepared files with all available objects, just for you. The upper one is for SoD and lower for HoTA. Put them in a "data" directory.

[url=https://www.dropbox.com/s/djby7fnve2tv1sn/Objects.txt?dl=0]SoD objects[/url]
[url=https://www.dropbox.com/s/tfyb22oied2u2w1/EdObjts.txt?dl=0]HoTA 1.5.3 objects[/url]



Sometimes objects (for example campfire) will have wrong animation and broken palette. That's when two def files contain bitmaps with the same names. However, there is a simple trick to have both campfires: for original campfire, use the one from "lava" category instead of campfire from "treasures". They look the same, but they are using different defs, so the game will give us our new campfire together with the old one



Except mentioned situation, all added original objects should work with our settings correctly on every Heroes copy, but they will be available only in our editor

{additional info}

Solid squares and entrances are saved from right to left, and from down to up. After every eight numbers in objects.txt starts a new row. Here is AVMwwhl0.def for example:






a) tells us, where we can put our object (Water Wheel can be put everywhere. For example 011111111 means object that can be put everywhere except water)
b) tells us, where we can find our object in the editor
c) is a type of object
d) is a subtype
e) is used to put our object in one of category: 1-castles, 2-monsters 3-heroes 4-artifacts 5-treasures
f) if "1" object is a part of the ground

In "a)" and "b)" game looks for a value "1" from right to left, so AVMwwhl0.def can be find in Dirt, Grass and Swamp section.




this is what we need to write if we want our object to be placed in one of special category (compared to water and dirt):
                            b)              c)       d)          e)     f)
Dirt                      000000001  type  subtype  0  Part of the ground
Water                   100000000  type  subtype  0  Part of the ground
All-terrain objects  011111111  type  subtype  0  Part of the ground
Towns                   011111111  type  subtype  1  Part of the ground
Monsters               011111111  type  subtype  2  Part of the ground
Heroes                  011111111  type  subtype  3  Part of the ground
Artifacts                011111111  type  subtype  4  Part of the ground
Treasures              011111111  type  subtype  5  Part of the ground

"Type" means whether our object will work as well, mine, obelisk, etc. "a" is subtype, e.g. dwellings and artifacts use them.

And as I mentioned: map will "remember" changes to a specific object placed on a map, so the same objects on your map can have different passability and effects!

Now I am really proud of this post

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avatar
avatar


Promising
Supreme Hero
posted July 13, 2018 12:08 PM

Confirm. You should be proud of this post!
____________

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RoseKavalier
RoseKavalier


Admirable
Supreme Hero
posted July 22, 2018 05:53 PM
Edited by RoseKavalier at 17:54, 22 Jul 2018.

H3Calc [Eng]

I don't remember if I linked this one before, but I was asked for it so here's a post+link.

DOWNLOAD H3Calc (Eng)

It lets you estimate the damage range of monster-monster attacks, as well as spell damage.


Base on this work, essentially just translated.

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DarkAtom
DarkAtom


Adventuring Hero
posted July 29, 2018 06:50 PM

I have tried the hex editing tricks shown in this threas on campaigns. Basically, I used the comparison method to change some starting bonuses to negatives and some other stuff.
The problem is, when I open the campaign with the editor to see the changes, it crashes without even opening the file. The actual game does load the campaign and shows the bonuses correctly, however the map name says "Old Map Format" and it has no description. If I press "Begin", game crashes.
I suspect this is because the h3c file is made out of modules (every map is a module, plus a header with the cmp info), and every module is gzipped separately, and the binaries concatenated afterwards. The map editor has this nice feature to load unpacked maps (in no extension format), but if I try the same thing with the campaign editor, it doesn't work.
So my question is: Does anyone have the structure of the h3c file/source code of the wog campaign editor? It would help a lot.

P.S. I am not sure if this is the appropriate thread to post this.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

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