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Creating .def, help
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Valery Offline

Posts: 2196
Post: #1

My first attempt 105

However the create .def fails. I have all animations, but it seems there is a palette problem. And def tool read me is all in russian, damnt...I tried 1 hour to get the russian alphabet on my computer but it does not want. When I paste the russian text in translator, the letters are screwed.

Image: 222gto.gif

Image: 121yik.gif


Does anyone knows what buttons I have to use?
Image: image1fxz.jpg

Do I have to change "buttons, backgrounds", "$47 buildings"?
What is the separator for?
Check for solid color?
Do I have to insert ALL animations for a creature or I can create for testing purpose only "run" animation? Making def file is giving me a def where nothing can be seen...
(This post was last modified: 21.08.2009 02:54 by Valery.)
21.08.2009 01:52
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FCst1 Offline

Posts: 1165
Post: #2

Wow! Not bad, not bad...
But, I think, that for creation of units it is better to use DefTool3.2, it easier and supports more functions. Link.


Image: vestnik.gif
Eye Monster!
21.08.2009 02:55
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Valery Offline

Posts: 2196
Post: #3

Ah....much better...thanksSm

I see Darkloke uses a lot of animations, at least x2 than the original. He also use on his abomination a special attack 2 hex which I can't find in any other creature. I did not notice this attack showing in my map.

I got my first def using the new tool. With previous I couldn't. Happy.

I screwed it, as the creature has legs different when standing than other actions, thats bad...I have to redone the "standing" and pick a different one.
Image: 000ppz.gif
Image: 222zkj.gif
Image: 111wlh.gif
Image: 333j.gif

I have a question: In two hexes attack, Darkloke abomination used left hand attack. What do we put if he has only right hand weapon?

And "start moving" uses first frame from move, thats all?
My model view crash every half an hour. Then it takes me another half an hour to resize to 450x400. Then it crash...36
(This post was last modified: 21.08.2009 06:14 by Valery.)
21.08.2009 02:59
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Deo Offline

Posts: 494
Post: #4

Two hex attack used by dragons, or any other creature with "dragon breath" flag (commanders).
A "start moving" used when creature start moving =). Like Energy Elemental transform into plasma and then moving, or harpy soars up. And in "finish moving" harpy lands down. In any other creatures, without specific move animations, You can simple use first frame from move in "start moving". Thats all.
P.S.:Why and what your model crash?
21.08.2009 09:03
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Darkloke Offline

Posts: 383
Post: #5

Quote:I see Darkloke uses a lot of animations, at least x2 than the original.
Yes, but its not necessary - i do it coz of some specific while importing monsters in 3ds max.

Quote:He also use on his abomination a special attack 2 hex which I can't find in any other creature.
U can create this attack for any creature if u plan later to give it through ERM 2hexed attack ("dragon breath" ability).

Quote:I have a question: In two hexes attack, Darkloke abomination used left hand attack. What do we put if he has only right hand weapon?
This depends of the monster - if he has any attack that could be treated as 2hexed, then u could use it.

Quote:My model view crash every half an hour.
If u are using wotlk modelv viewer then dont be surprised - its quite a beta release - thus not stable. As other reason - check ur video drivers.
21.08.2009 10:55
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Valery Offline

Posts: 2196
Post: #6

Ok thanks. Although it answers to a lot of my questions, I still have no idea why some creatures have less "type" frames than others.

When I open the H3DefTool.exe I have no choice but fill all "types" of frames (0-21)
But when I open some of Darkloke creatures some have less types:

Abomination types: moving, mouse over, standing, getting hit, defend, death, turn left/right x2, attack up/straight/down, shoot up/straight/down, 2 hex attack up/straight/down, start/stop moving.

Now the knight has all previous except shoot up/straight/down, 2 hex attack.

Other creatures (not Darkloke) have no "start/stop moving".

How do you choose in deftool which types to remove and keep? I can't get them delete. Only ignore filling them with frames?

Turn left/right is only repositioning the model geometrically?

Exporting model create several non opening png. and .ms3d file, which can't be opened with 3dsmax. How?Dash1

Sorry for lot questions
(This post was last modified: 21.08.2009 14:09 by Valery.)
21.08.2009 13:48
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Valery Offline

Posts: 2196
Post: #7

I made the whole def but it comes out as a 24 Mo file...Imported it into lod but in game I have a big screen and it does not move.

Image: 111duz.gif
21.08.2009 16:30
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Darkloke Offline

Posts: 383
Post: #8

(21.08.2009 13:48)Valery Wrote:  Ok thanks. Although it answers to a lot of my questions, I still have no idea why some creatures have less "type" frames than others.

How do you choose in deftool which types to remove and keep? I can't get them delete. Only ignore filling them with frames?

moving, mouse over, standing, getting hit, defend, death, turn left/right x2, attack up/straight/down, shoot up/straight/down, 2 hex attack up/straight/down, start/stop moving
Quote:Shoot and 2hexed attack are pure optional and u can use them in case u are planning to add a corresponding abilities via ERM. All others normally should be, though i cannot tell for sure in which cases the game will crash if there will be no some of those animations.

[quote]Other creatures (not Darkloke) have no "start/stop moving".
U should study (look how it done) the original H3 monsters in such cases, not the modded ones.

[quote]Turn left/right is only repositioning the model geometrically?
Yes. Usually two frames for this are enough.

Quote:Exporting model create several non opening png. and .ms3d file, which can't be opened with 3dsmax. How
Ms3d is a format for MilkShape Viewer:
http://chumbalum.swissquake.ch/
21.08.2009 21:57
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Valery Offline

Posts: 2196
Post: #9

Thanks I got it. Any idea why all frames are 24 Mo when compiled in def? I did not have more frames than you, and they are all bmp 450x400 pixels.
21.08.2009 22:10
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Valery Offline

Posts: 2196
Post: #10

FCst1, when checking "create msg+msk I get this error. Any idea why?
Image: image1fev.jpg
21.08.2009 23:39
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Darkloke Offline

Posts: 383
Post: #11

(21.08.2009 22:10)Valery Wrote:  Thanks I got it. Any idea why all frames are 24 Mo when compiled in def? I did not have more frames than you, and they are all bmp 450x400 pixels.
Are ur images in indexed colors or RGB? Usually this happens coz of RGB. I presume ur problem with msk has the same reason.
22.08.2009 00:03
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Valery Offline

Posts: 2196
Post: #12

How to check? I guess the first time is the hardest. To tell the truth I have no idea what is the difference between RGB and indexed colors. A few hints? How to modify?
Image: image1qnx.jpg

It seems indexed colors, 8 bits.
Image: image1hfm.jpg
(This post was last modified: 22.08.2009 00:34 by Valery.)
22.08.2009 00:25
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Darkloke Offline

Posts: 383
Post: #13

(22.08.2009 00:25)Valery Wrote:  How to check? I guess the first time is the hardest. To tell the truth I have no idea what is the difference between RGB and indexed colors. A few hints? How to modify?

It seems indexed colors, 8 bits.
Well, indexed files are the 1st requirement for creating defs. Also u should have a correct palette (1st 10 fixed colors).

Yes, in 2nd case ur image is indexed, but i suppose it has incorrect palette.

Send me the files on email and i will tell whats wrong.
22.08.2009 01:07
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Valery Offline

Posts: 2196
Post: #14

Thats very strange, my def is 24 Mo but when archived it is 641 Ko. So I prefer to upload it, as my email can't send more than 2 Mo at once (it freeze)

Geant def

Thank you for help, I am aware that the creature may be too big, but it was first try and it took me one day. Next will be better, if I could see it in game.
22.08.2009 02:20
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Darkloke Offline

Posts: 383
Post: #15

(22.08.2009 02:20)Valery Wrote:  Thats very strange, my def is 24 Mo but when archived it is 641 Ko. So I prefer to upload it, as my email can't send more than 2 Mo at once (it freeze)
No, i dont need ur def, since frames there are packed already - upload just one source bmp.
22.08.2009 02:37
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