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Thread: [Research/Tutorial] Switching Adventure Object images | This thread is pages long: 1 2 3 · NEXT» |
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted December 27, 2016 05:30 PM |
bonus applied by kiryu133 on 05 Jan 2017. |
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[Research/Tutorial] Switching Adventure Object images
This is about how to switch an adventure object image for another.
[Click images in this post to view larger]
In this "tutorial" we will see how to change the Death magic book for the Chaos Magic one.
Extract your Heroes 4 files (use h4Util or whatever... see the modding thread for more info)
Then, open adventure objects on an hex editing program (I use Hex Editor Neo)
You will see something like this:
Copy one of the files, then put the header (marked sections) of the other in it.
Preferrably, make it two files of the same type to avoid mistakes (in this case, two artifacts).
-Then, rename the new file (image) with the name of the other object, the one you want to represent. For example, the file with the image of the Tome of Death, and the name and header of the Tome of Chaos.
-Add the ".h4d" type to the file.
-Put it in your Heroes data folder.
Listo! Now you will have a Tome of Chaos which looks like a tome of Death.
Example only
If you do it wrong, this will happen when opening a map:
If so, delete the file. Start over again and check for any errors in your procedure. You may come here for questions.
You could change your Tree of Knowledge to a Learning Stone, for example... in theory.
Salutations!
PS: An error created a duplicate thread, please delete the other one. This is the legit.
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Baronus
Legendary Hero
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posted December 27, 2016 11:25 PM |
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Thanks it maybe usefull:-) We are waiting for decrypting defs h4d to add something new.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted December 28, 2016 12:44 PM |
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Well, I am sort of thinking in a way of converting combat objects to adventure objects by way of changing headers and footers, name and copying the file and putting it on a readable .h4r
It worked with creatures and the hex codes look similar, so I strongly suspect the image file format is the same.
There are many combat objects not used on adventure map (scenery, obstacles, trees, rocks), even after my inclusion of 355 images, so this may surely bring some variety and novelty.
Also it was already "decrypted" because images are extractable to BMP with existing tools for over a decade, we just didn't get the chance to get a program to put them back in -_-
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markmasters
Famous Hero
Dragon of justice
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posted December 28, 2016 03:07 PM |
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Thanks for sharing!
I wonder if H3 has the same possobility?
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted December 28, 2016 03:54 PM |
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Edited by NimoStar at 15:55, 28 Dec 2016.
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I don't know, as I don't mod H3. But it's quite likely something like that can be done. However it is unnecessary since WOG already lets you change the graphics of most things in the map editor.
This changes all the instances of an object and only for your copy of the game (it's not saved on any maps). Deleting, putting it in or off probably won't affect significantly your gameplay. It may cause online incompatibility, though.
But I actually just now confirmed it works on H4 itself, before it was just theory :v
https://postimg.org/image/w4lvhqlsv/8c6b7888/
This is a Fire Elemental portal, looking like an Air Elemental portal (gameplay is unchanged, it works as Fire, it just looks like Air)
Probably switching all adv. graphics with eachother is possible. I have not checked however if this affects entrances, object size and passability, but it's quite possible/likely it does (in the bytes that don't show the name)
In that case, I will be able to enable nonworking objects such as the Magic Lamp (genie bank treasure) by giving it another existing image (for example, Altar of Wishes) with its passability and entrance.
Will keep you posted on that.
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nostradamus
Adventuring Hero
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posted December 28, 2016 11:10 PM |
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Merry Christmas and happy New year,Nimo and to all fans and players of heroes game,may your wishes come true and happy celebrating !
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Karmakeld
Responsible
Supreme Hero
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posted December 29, 2016 12:17 AM |
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NimoStar that's a great x-mas present for the community. I'd been hoping you'd share info like this. It would be interesting if Namerutan would share if his method is different. Anyway can we give some QP's to NimoStar for this?
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted December 29, 2016 01:46 PM |
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Edited by NimoStar at 14:08, 29 Dec 2016.
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Merry Xmas and happy new year and holidays to you too, Baronus and Nostradamus.
Namerutan's tool works differently since it was designed to be able to import any image to H4 (the only problem is: it doesn't actually work - : / ).
My method however can only use existing H4 images... for now.
This "present" may be just the tip of the iceberg anyways, by new year if I keep working on this, I may have many new things.
For example, just today , I was able to make work the last monster bank, the Magic Lamp, just as I had predicted. it took some fiddling to find out how to change the size and entrance ingame of the building, but here it is; programmed millenia ago , now working for the first time since H4 first saw the light.
Altar of Wishes image used for Magic Lamp
Before passability change
Using Treasure Island passability (it had to be another Creature Bank). It was later changed to Crypt, which fits perfectly with the current image.
Changing bytes
Ingame warning (spanish game)
Ingame fight
Ingame treasure debriefing (spanish game)
It shall be released with the next edition of my Greatest Mod.
As the help strings will still be unchanged (they came with original H4), you will be able to experiment the Magic Lamp in your own tongue :v
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Karmakeld
Responsible
Supreme Hero
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posted December 29, 2016 07:48 PM |
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I wasn't referring to Namerutan's tool, but to the method to which he made a quest hut appear with the image of the Tree of Knowledge and an Order Shrine. From what I've been able to read, it seemed he used some unused Quest Hut object as a base for his modifications.
Very interesting about the magic lamp. So it was indeed scripted? I've read some of the unused in-game texts, and from those it seemed they had planned for the magic lamp to 'grant you a wish' in the sense that you could pick between three different rewards. But as the object itself was left unfinished/discarded, the reward choice most likely never got scripted the way they intended.
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Baronus
Legendary Hero
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posted December 29, 2016 08:27 PM |
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Karmakeld
Responsible
Supreme Hero
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posted December 29, 2016 08:58 PM |
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In Namerutan's possesion
He's still working on it, so I don't believe he has released it yet, as there are still unfinished features..
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Baronus
Legendary Hero
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posted December 29, 2016 10:53 PM |
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Edited by Baronus at 12:55, 30 Dec 2016.
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SUCCES! I JUST CHANGED CAMPAIGN SPLASHSCREEN! I HAVE A WAY TO DO IT! :-):-):-)
My greatest succes in HIV resources.
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radmutant69
Promising
Known Hero
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posted December 30, 2016 12:34 PM |
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NimoStar, could you please show the lower parts of this
Quote:
Changing bytes
stuff too?
I'd like to see what you did exactly with the file header, because I still can't make it work after hours of experimenting...
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Karmakeld
Responsible
Supreme Hero
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posted December 30, 2016 08:26 PM |
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Baronus, you replaced One of the existing splash screens? You still can't add new ones, right?
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Baronus
Legendary Hero
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posted December 30, 2016 11:18 PM |
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Edited by Baronus at 23:30, 30 Dec 2016.
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Yes first I replaced old one using converted bmp screen other old screen. But it was def prepared from bmp by me not copy-rename-past. Using other HIV screen picture its no sense, because we can using it without replaceing defs. Then I painted HIV screen red line. And it works. Third Ive added completly new picture from outside the game! We can add what we want!
Here is a tutorial:
modding Heroes IV graphic tutorial
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted January 01, 2017 12:53 AM |
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Edited by NimoStar at 00:56, 01 Jan 2017.
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Quote: Very interesting about the magic lamp. So it was indeed scripted? I've read some of the unused in-game texts, and from those it seemed they had planned for the magic lamp to 'grant you a wish' in the sense that you could pick between three different rewards. But as the object itself was left unfinished/discarded, the reward choice most likely never got scripted the way they intended.
Well, it does seem to "ask" you in the text, but then you just get a few of each resource, so no, no "election". One could script this as you say in a quest hut, though.
I have made a similar thing in a quest hut, with a genie that randomly grants you a wish for 9 gems, with like thirty possible choices (key word here is "randomly", though). Some of them are special like fighting the genie and the house gets destroyed.
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Namerutan has released alpha versions some months before, but none of them are working to import outside images.
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I don't know about namerutan's other method, but I think with this method I can create new quest huts with the image of any adventure object easily... an unlimited number of them.
I would prefer map editing though. This consumes memory and creates incompatibility problems. Map editing method doesn't and can achieve the same for now.
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What are you trying to do exactly, radmutant69?
My method was this: Copy Altar of Wishes, then paste the Magic Lamp header, then paste the Crypt (creature bank) passability information.
I can give more screenshots of how it looks finished in Hex but it would be useful if I know your purpose.
***
I will ask about Baronus thing in his thread...
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Karmakeld
Responsible
Supreme Hero
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posted January 01, 2017 09:57 AM |
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NimoStar said:
I would prefer map editing though. This consumes memory and creates incompatibility problems. Map editing method doesn't and can achieve the same for now.
Could you be specific about what you mean with the difference between 'map editing' and 'this'?
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radmutant69
Promising
Known Hero
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posted January 01, 2017 03:52 PM |
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NimoStar said:
Quote:
...Copy Altar of Wishes, then paste the Magic Lamp header...
I tried to do this too but it seems I made something wrong. I don't know what so I just would like to see your finished work in hex to compare with my bad files.
My real purpose is just learning everything about H4 modding what I can. I have a lot of ideas but I couldn't do anything in the last ten years because no one dealt with it before you and a few other people in this forum.
Except the Equilibris team, but i think their project is almost dead (or it's in an undead state ??).
Since I'm not a modder, I need to learn it from people who smarter than me, because I'm sure no one will make MY mods for me... So I must do it on my own.
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Baronus
Legendary Hero
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posted January 02, 2017 10:56 PM |
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Copy content from begin to end name of object and paste to def you want. Then rename def like copied header. Now you have another look your object.
Namerutan please link your your unfinished tool. I want to try. Maybe using hdeditor I will change something! Your tool is one as I heard. Better than nothing!
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Karmakeld
Responsible
Supreme Hero
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posted January 02, 2017 11:25 PM |
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NimoStar,
I just found out, that Boots of Levitation, actually has an image stored in the h4r files. I found it in equi.h4r -> icons -> artifacts -> armor -> boots of levitation. Maybe you could make an attempt at adding it to the unusable artifact, like you did with the Magic Lamp??
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