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WoG 600 objects ready - Valery - 14.09.2009 01:02

I am done with all the work. I tested it on a clean WoG and there are no problems. I also fixed the 8th level monsters names.

Contains (13MB):

Phantom patch
Chinese-style objects (EmperorRotMK)
Roman-style objects (Caesar III)
Age of Empires objects (AOK)
Stronghold objects
FCst1 last objects
GrayFace 3.3 patch (removed old ZEOBJTS)

Image: 111ot.gif
Image: 222rm.gif
Image: 333c.gif
A nice fast car for you Gigi

UPDATED 29 09 09

Feedback appreciated.


RE: WoG 600 objects ready - FCst1 - 14.09.2009 06:52

...Car! 148148148
Valery, can try to release a high-grade patch with my objects? To name it is necessary New objects for the map editor 1.9, instead of WoG 1.9. Spiteful


RE: WoG 600 objects ready - Valery - 14.09.2009 07:15

Sure FCst1. I was rather busy with all those objects, give me a few days (I am broken right now) and I will add yours and rename it. I have your new objects and they will work inside without problems.


RE: WoG 600 objects ready - solitaire345 - 14.09.2009 22:21

downloaded and installed it, but i stumbled upon a strange problem: map editor says that some msg files for objects (that i had from previous new objects patch - ZWT.msg for example) are missing, though the def file is still there. did i do something wrong?


RE: WoG 600 objects ready - Valery - 14.09.2009 22:45

You have to install it on a clean wog. I don't know why but it has errors if installed over other modifications. This patch installs all objects from Phantom previous patch + mines. Try a clean folder. Zwt def is inside.


RE: WoG 600 objects ready - solitaire345 - 14.09.2009 22:56

ugh.. i think i'll try to import these files by myself. i don't like the idea of reinstalling all over.


RE: WoG 600 objects ready - Valery - 14.09.2009 23:08

Just make a different clean folder, you don't need to delete the previous. The phantom patch was modified with the right codes for warcraft walls (they did not show before) so I don't think you can just overwrite it.


RE: WoG 600 objects ready - solitaire345 - 14.09.2009 23:22

you got me wrong: i will extract the *.msg files from old patch install file and import them with h3sprite.exe


RE: WoG 600 objects ready - FCst1 - 16.09.2009 17:51

Valery, if release a high-grade patch it is necessary to write the documentation also. (New_obj_patch_1_9_objects_autors.xls and New_obj_patch_1_9_ReadMe.txt) When all objects will be ready, I can enter them in the list authors and correct ReadMe, and also I will try to release ReadMe in English. Yes


RE: WoG 600 objects ready - Valery - 16.09.2009 18:23

I was going to do it. Can you send me both read me you want to be inside? Then I will include your new objects and release.

I just took a few days rest, but anyway I have to correct the passabilities for new trees.


RE: WoG 600 objects ready - FCst1 - 16.09.2009 19:21

It is good, when I write ReadMe1.9 - I will send it to you. And one more new object 118.
PS. Your objects will be called val000-235?


RE: WoG 600 objects ready - Valery - 16.09.2009 20:12

Yes val000-235, I don't feel like renaming them all. Also there is a problem: the patch can be installed ONLY on a clean wog, otherwise it will report files missing, even if they are inside. I have no idea why. If you can find why, would be great.


RE: WoG 600 objects ready - FCst1 - 16.09.2009 20:35

No, to I managed install this patch on PhoenixIII.5 (or TE), thus many other things also have been established patches. And all works!


RE: WoG 600 objects ready - Valery - 16.09.2009 20:55

Yes, the installs ALWAYS works, but have you scrolled the editor ? It says missing files, even if they are inside.


RE: WoG 600 objects ready - FCst1 - 17.09.2009 16:13

Strange... I even with new objects have drawn a map. Any messages on missing files was not...


RE: WoG 600 objects ready - Valery - 17.09.2009 16:44

You remember your previous patch giving install errors to english users? Well, I fixed the errors coming from a sign def and modified the patch, and thats why it can't install on the previous 1.8. If I install 1.8 and then this, it shows missing files. if I install on clean WoG, everything OK. If you can install it on 1.8 then you are luckySm


RE: WoG 600 objects ready - Axonn - 17.09.2009 22:40

Damn man, this is really fantastic work. Congratulations. RESPEKT!


RE: WoG 600 objects ready - FCst1 - 22.09.2009 22:26

Oops! I forgot, that I make 1.9 txt file. Sorry
Russian - http://slil.ru/28006828


RE: WoG 600 objects ready - FCst1 - 23.09.2009 20:06

Valery, the maps, with use of new objects you do not wish to place in a new patch?


RE: WoG 600 objects ready - Valery - 23.09.2009 20:17

FCst1, I have no such maps. The example I gave was only a map I did not save. I know that chinese started to make maps from the patch, so they will be available sooner or later. I can do such map, but it will be mostly unplayable, as the objects must be customized via scripts, thats what they are for.
About patch 1.9, I will insert in it your read me and your objects, just give me a few days.


RE: WoG 600 objects ready - FCst1 - 23.09.2009 20:58

Help in English (the complete version) - http://slil.ru/28009885
Добавлено:
^^Oops! It's README file. Sm


RE: WoG 600 objects ready - Valery - 23.09.2009 21:27

Ok I got it. However, should I add inside that the patch can be installed only on clean version? Also I think 1.08 batch will not delete the new objects.

I am not sure why it gives errors when installed on 1.8. Files are inside, but the game ignore them. And it would be too long to check for each one of the 2000+ files.


RE: WoG 600 objects ready - FCst1 - 23.09.2009 22:39

I can make Deinsalation patch, but, I am afraid, it will occupy too much time.


RE: WoG 600 objects ready - Valery - 23.09.2009 22:44

Well, this patch is mostly needed by mapmakers, so I assume they have a clean wog in another folder, as I have. Not big deal to reinstall it and get the whole patch, as it has all objects from 1.8 too. Too much work to hunt for errors. When I screw something, I paste the clean folder and I install the patch again, it takes 1 minute.


RE: WoG 600 objects ready - FCst1 - 23.09.2009 23:19

And I am a lucky who can install this patch atop 1.8. 96-copy


RE: WoG 600 objects ready - Valery - 26.09.2009 14:00

I will need some more time. I found very nice trees animations in Stronghold and I want them in the patch. I will add also some Darkloke objects from H2, as the redwood observatory and few others. So many things to do, so few free time...
Image: 222ej.gif

I have one question: how to animate a static pic?
Image: 222ou.png

I tried to select and rotate the middle for about 12 different pics, but it does not look very good. First I rotated the whole model but the gate is not perfectly round and could not find a better model on the web.
Image: 111ql.gif


RE: WoG 600 objects ready - FCst1 - 26.09.2009 20:31

I think, that it too looks not bad Sm

Valery, it is possible still a question? From what games you exported objects (val000-235)?
Добавлено:
And still the custom-made ground - a stone blocks v3. Sm


RE: WoG 600 objects ready - Valery - 27.09.2009 04:48

Very good the blocks Sm
Objects 000-235 are from Tsar, Emperor, Aok and a few others I don't remember. I browsed about 10-15 games for hunt.
Now I am trying to import the city Atlantis from Stargate Atlantis. It will be a compilation of 9 256x192 objects and for mod use only.
Have a hard time to make the screens paste one in other in a whole city (I have to move everyone till it works). It will be very big. If I succeed at it, I start a map on it.
Image: atlantisbase.png


RE: WoG 600 objects ready - Valery - 27.09.2009 22:29

I finished importing a few objects from Stronghold and now I am going to finish the patch, adding FCst1 and Darkloke objects.
The trees from Stronghold are all animated and look great ( the best trees I ever found):
Image: 111ivl.gifImage: 111i.gif
Image: screenshot001d.png


RE: WoG 600 objects ready - FCst1 - 27.09.2009 22:59

And I have made the list of authors (using objects from WoG 1.9 and mine)

And as all new objects, their quantity and authors will be called Sm
This last addition? Sm
If yes, I can make final variants README files. Sm


RE: WoG 600 objects ready - Valery - 27.09.2009 23:18

Yes last addition. I plan to import other objects but only for mod use, so they will be imported over the patch, if anyone wants them. Do you know how to make an "uninstall" file for a few defs? I would like to provide it for future objects.
Go for final read meSm


RE: WoG 600 objects ready - FCst1 - 27.09.2009 23:27

List of the Authors - http://slil.ru/28021305


RE: WoG 600 objects ready - Valery - 28.09.2009 00:04

Great list and colored, got it. Has to place it outside the patch, or inside .wog file?


RE: WoG 600 objects ready - Valery - 28.09.2009 03:33

I had a few hours to spend Beee

Ronon is training with Teyla back city, while Sheepard is looking envious at the Daedalus. Mckay is working on the new deftool inside the city with Grayface (Zelenka), you'll not see them today (sorry for weird colors, gif can't handle aqua)
Image: 79008806.gif
Sources:
Image: 333f.jpgImage: 111rx.jpgImage: 444ss.jpg


RE: WoG 600 objects ready - Valery - 29.09.2009 01:59

Fcst1, I can't install your objects. It gives me error log. I have the "only new" file and I removed only AVXSNDD1 as it is already inside and it always gave me error when I tried to reinstall it. But now every other def from you gives me :
"Critical error in file C:\Program Files\3DO\Heroes III\InstallWoG\EVILPIECE.DE, install aborted
Erro in action: Create file
End installing with error"

@Edit: I got what is wrong: Wog does not accept 9+ letters defs as evilpiece and evilpblue. I renamed them short and it is ok (game accepted). You could install them on russian version?!


Ok, I set the passability and subtype for all your objects. Mostly blank but some subterranean gates and redwood observatory. If you want to modify something, you are welcome.

Link on first page updated with new objects ver 1.09. Includes all that was done. FCST1, I had to remove 3 of your defs:

AVXSNDD1 (was already in and was giving errors if replaced, no matter what I did))
ZWALLDA ( seems this def is not finished, what is it?)
EVILGAR1 (was actually the exact copy of evilgar2, am I wrong?)

You may want to correct ZWALGR1 and 2. There are missing parts when we place the object on the map.
As always, I can't install it if WoG not clean. Clean, OK.


RE: WoG 600 objects ready - FCst1 - 29.09.2009 06:40

Valery, it appears, you had not a last version of my patch.
The last version (all errors are corrected)! - http://ifolder.ru/14229990

AVXSNDD1 - The corrected pointer (earlier at game it was not displayed)
ZWALLDA - completely destroyed wall from WoG.
EVILGAR's Is 2 identical garrisons, but light glares, etc. on them a miscellaneous.


RE: WoG 600 objects ready - Valery - 29.09.2009 08:21

Ok sorry, I had previous version. Link updated, ALL your objects are now inside and working.

Free download at maps4heroes HERE


RE: WoG 600 objects ready - GrayFace - 18.10.2009 20:34

I think it would be better with 2 .wog archives: for everyone and for map makers. The first with all def/msk/msg, and the second with ZEOBJTS.tx only. This way the ones who just want to play maps with these objects won't have to have them all in the Map Editor.


RE: WoG 600 objects ready - Valery - 18.10.2009 20:50

Yes, I also thought at that, but it is so easy to keep a clean WoG folder and replace the patched one. Many people, having those objects in the editor could be encouraged to do their own maps, with so many animated news objects. Now, what I would need for specific small patches would be to know the command to delete a def/msk/msg so the player can uninstall small patches after playing a map. For example I created a small patch (70 objects scfi) for the Atlantis map, but they will not fit anywhere else. So after playing the map, would be nice to offer an uninstall bak, but I don't know how to do it.


RE: WoG 600 objects ready - GrayFace - 23.10.2009 04:31

It's easy if done on time. Otherwise, Heroes folder turns into a huge mess and there's no way to clean it except for downloading Heroes 3 and making a clean install.

Berserker is working on a tool that would allow you delete files from archives.


RE: WoG 600 objects ready - Valery - 23.10.2009 07:09

Well, I know that and that tool would be great, go Berserker!
Myself I have a clean WoG in second folder and I simply replace the messed one when need (takes about 3 minutes to replace +run patch 1.9.) I guess that happens to every one which is working on intensive modding. But standard players should be protected form editor overload so that tool would be great. Waiting for it.

I see Phantom used this to delete things (in action.txt)

DELL "AVXskds4.def" W+"data\"
DELL "AVXskds4.msk" W+"data\"
DELL "AVXskds4.msg" W+"data\"
DELL "dragbone.def" W+"data\"
DELL "dragbone.msk" W+"data\"
DELL "dragbone.msg" W+"data\"
DELL "zmagic00.def" W+"data\"
DELL "zmagic00.msk" W+"data\"
DELL "zmagic00.msg" W+"data\"

is this the right command? Need to remove codes as well from ZEOBJTS.txt, right?


RE: WoG 600 objects ready - FallenAngel - 09.01.2011 23:56

Valery, i have a problem with creating a random map



RE: WoG 600 objects ready - Valery - 10.01.2011 00:44

I think the editor can't create random with the new objects, but in game you can create a random map. Tested.


RE: WoG 600 objects ready - GhostManSD - 15.01.2011 01:21

I need your help, guys. I ask here because you made this patch and know the right answer. I've ported some LODs from Disciples II, but how can I add them into the map editor? For example, in sand section.

P.S. What are the files with extentions *.msg and *.msk? Can I edit them? If yes, how I can?
P.P.S. Is there any need in Disciples objects? They are not so good for Heroes (different angles), but I'm changing them in Photoshop to make them looking heroes-style.


RE: WoG 600 objects ready - Valery - 15.01.2011 01:44

You need ObjTxtEditor.exe.




RE: WoG 600 objects ready - GhostManSD - 16.01.2011 21:34

Valery, where can I get ObjTxtEditor.exe?

This one makes avast! say that it see virus inside.


RE: WoG 600 objects ready - Valery - 16.01.2011 23:52

HERE is mine. Avast is giving a lot of false positives.


RE: WoG 600 objects ready - GhostManSD - 17.01.2011 02:02

Thanks a lot!


RE: WoG 600 objects ready - GhostManSD - 18.01.2011 19:46

(16.01.2011 23:52)Valery Wrote:  HERE is mine. Avast is giving a lot of false positives.
Valery, it seems file is really infected. 23 of 43 scanners say it has trojan inside.
http://www.virustotal.com/index.html

Thanks to Deo for url.


RE: WoG 600 objects ready - Valery - 19.01.2011 02:09

Ghostman, I have latest version of Pure Kaspersky and does not find anything. I doubt Bourn would place a virus in a file we already used for years. For me it is a false positive.