Adding new objects
Adding new objects
Hey Equilibris team.
Based on NimoStar's recent modifications, I've finally learned a bit about modding myself.
I've successfully managed to change the Splashscreens (campaign prologue/epilogue pictures) as well as mod objects, either by changing them into another type or change their entrance point, like shown in this example:
Now I'd very much like to add mirrored objects, as well as a few new ones.
So I hope you could enlighten me, as to how you guys added new objects. I have access to Namerutan's tool, which seems to import images as .ora format (originally pasted from .bmp). The FaceTool I believe also uses .bmp for importing. Now the Town Screens for the HD mod, was extracted/uploaded as .tga.
I believe I know how to define the object type and entrance, but so far any attempt to add new objects have failed. I've tried extracting an image as .ora and import it right back in, but the images hex code appears different. Also direct import as .bmp have failed so far.
I'm curious as to what format/programs you guys use to import images.
I'm also curious about the Creature Quest Huts you made for v.3,55. I know how to change most objects in Quest Huts, but I can't find any match in the hex codes, between the Creature Quest Huts you made and the ones I can extract directly from the game. Did you edit the frames or something?
Any lead or clue that could help point me in the right direction, would be greatly appreciated.
Thanks in advance.
Based on NimoStar's recent modifications, I've finally learned a bit about modding myself.
I've successfully managed to change the Splashscreens (campaign prologue/epilogue pictures) as well as mod objects, either by changing them into another type or change their entrance point, like shown in this example:
Now I'd very much like to add mirrored objects, as well as a few new ones.
So I hope you could enlighten me, as to how you guys added new objects. I have access to Namerutan's tool, which seems to import images as .ora format (originally pasted from .bmp). The FaceTool I believe also uses .bmp for importing. Now the Town Screens for the HD mod, was extracted/uploaded as .tga.
I believe I know how to define the object type and entrance, but so far any attempt to add new objects have failed. I've tried extracting an image as .ora and import it right back in, but the images hex code appears different. Also direct import as .bmp have failed so far.
I'm curious as to what format/programs you guys use to import images.
I'm also curious about the Creature Quest Huts you made for v.3,55. I know how to change most objects in Quest Huts, but I can't find any match in the hex codes, between the Creature Quest Huts you made and the ones I can extract directly from the game. Did you edit the frames or something?
Any lead or clue that could help point me in the right direction, would be greatly appreciated.
Thanks in advance.
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- Level 6 Hero
- Posts: 78
- Joined: Thu Apr 20, 2017 04:10
Re: Adding new objects
If you want, I can translate this into Russian and post in the Russian forum, hopefully you will get more attention.
#Разбуди_меня_в_3.51//#Единички_живут_один_день//#МореХитов//#F11248
Re: Adding new objects
Hey Dimitriy.
feel free to translate it. I've posted a bit in the russian forum using google translator, but a decent translation would be prefered, thank you very much
feel free to translate it. I've posted a bit in the russian forum using google translator, but a decent translation would be prefered, thank you very much
Re: Adding new objects
We have found ways to add new objects. Look :
Re: Adding new objects
Cool! Thanks! Please, continue! It's interesting. Sorry for my bad English.
Re: Adding new objects
Анастасия, your english is just fine
We will continue (I don't work on this alone - thank god).
Beside a few landscape objects and some quest huts etc. I'm working my way methodically through all the dwellings in alphabetic order. Currently at 'P', so soon the dwellings should all be mirrored and next objects group will be worked on.
I have extracted most of the 'combat obstacles' as Equi team did with v.3.6 and there's a few hundred trees, bushes, flowers, mushroom ect to be added as well
We will continue (I don't work on this alone - thank god).
Beside a few landscape objects and some quest huts etc. I'm working my way methodically through all the dwellings in alphabetic order. Currently at 'P', so soon the dwellings should all be mirrored and next objects group will be worked on.
I have extracted most of the 'combat obstacles' as Equi team did with v.3.6 and there's a few hundred trees, bushes, flowers, mushroom ect to be added as well
Re: Adding new objects
At 'P'? It is great! Thank you all (or everybody)! I know that there is still a lot of work left, but it is still good news.
As I understand, after landscape objects and some quest huts etc you are all going to work with extracted 'combat obstacles', isn't it?
I warned you about my bad English.
As I understand, after landscape objects and some quest huts etc you are all going to work with extracted 'combat obstacles', isn't it?
I warned you about my bad English.
Re: Adding new objects
Yes, late finished object was Pirate Cove So only 8 left.
Yes combat obstacles like on this screen.
The priority list I'm working from is this:
1st creature dwellings (except those with South-facing entry like fae tree and squire's guild - see no reason to mirror those)
2nd Quest huts
3rd All one-way portal entrances and exits
4th All two-way portal entrances and exits
5th Miscellenous (Magi Windows, Tavern, Blacksmith, Sanctuary etc.)
6th treasure buildings/creature banks
7th power up's (EXCEPT moral/luck boosters, alters and stat gems)
8th ship wrecks, derelict ship
By 'you all' I should point out we're current 2 people helping each other at the moment.
Yes combat obstacles like on this screen.
The priority list I'm working from is this:
1st creature dwellings (except those with South-facing entry like fae tree and squire's guild - see no reason to mirror those)
2nd Quest huts
3rd All one-way portal entrances and exits
4th All two-way portal entrances and exits
5th Miscellenous (Magi Windows, Tavern, Blacksmith, Sanctuary etc.)
6th treasure buildings/creature banks
7th power up's (EXCEPT moral/luck boosters, alters and stat gems)
8th ship wrecks, derelict ship
By 'you all' I should point out we're current 2 people helping each other at the moment.
Re: Adding new objects
I see. Good luck and thank you!
Re: Adding new objects
Radmutant and I are working on adding a large number of objects. Some, existing objects that will be mirrored, some, new objects based on obstacles from the combat map and a few new ones. I'll just list the planed objects here (we've already added alot of them, though we still have a lot of work ahead of us).
ADVENTURE OBJECTS
CREATURE BANK
16 mirrored Creature Banks
+ potentially the Magic Lamp with original image.
CREATURE GENERATORS (DWELLINGS)
42 mirrored Creature Generator.
(most south facing objects, don't need mirroring).
MINES
2 weekly mines mirrored.
Potentially: Exhausted Mines.
MISCELLANEOUS
6 adv. objects mirrored.
+ potentially new Garrison.
MOVEMENT MODIFIERS
24 objects mirrored.
POWER UPS
14 objects mirrored.
SEER'S HUT (QUEST HUTS)
15 objects mirrored.
SHROUD REMOVERS
6 Hut of Magi mirrored.
SKILL ENHANCER
6 objects mirrored.
LANDSCAPE OBJECTS
BURNED OUT BUILDINGS
4 buildings mirrored.
COLUMNS
7 new/mirrored objects.
CRATES
15 objects
DEAD CREATURES
Planned on adding 4 'dead creature objects' for each creature type.
FLOWERS
21 new objects.
LOGS
10 new objects.
MOUNTAINS
1 new object.
MUSHROOMS
18 new objects.
ROCKS
17 new objects.
ROPE
5 new objects.
RUINS
7 new objects.
SACK
4 new objects.
SHRUBS
99 new objects
SKELETONS
7 new objects,
TREES
+55 new objects,
WALLS
2 new objects.
WATER OBJECTS.
4 new objects.
Creature Quest huts - potentially - (these are time consuming to create, so it may depend on wheter there's any demand for these).
Add remaining Creature Quest huts, that Equilibris didn't add in v.3.55.
ADVENTURE OBJECTS
CREATURE BANK
16 mirrored Creature Banks
+ potentially the Magic Lamp with original image.
CREATURE GENERATORS (DWELLINGS)
42 mirrored Creature Generator.
(most south facing objects, don't need mirroring).
MINES
2 weekly mines mirrored.
Potentially: Exhausted Mines.
MISCELLANEOUS
6 adv. objects mirrored.
+ potentially new Garrison.
MOVEMENT MODIFIERS
24 objects mirrored.
POWER UPS
14 objects mirrored.
SEER'S HUT (QUEST HUTS)
15 objects mirrored.
SHROUD REMOVERS
6 Hut of Magi mirrored.
SKILL ENHANCER
6 objects mirrored.
LANDSCAPE OBJECTS
BURNED OUT BUILDINGS
4 buildings mirrored.
COLUMNS
7 new/mirrored objects.
CRATES
15 objects
DEAD CREATURES
Planned on adding 4 'dead creature objects' for each creature type.
FLOWERS
21 new objects.
LOGS
10 new objects.
MOUNTAINS
1 new object.
MUSHROOMS
18 new objects.
ROCKS
17 new objects.
ROPE
5 new objects.
RUINS
7 new objects.
SACK
4 new objects.
SHRUBS
99 new objects
SKELETONS
7 new objects,
TREES
+55 new objects,
WALLS
2 new objects.
WATER OBJECTS.
4 new objects.
Creature Quest huts - potentially - (these are time consuming to create, so it may depend on wheter there's any demand for these).
Add remaining Creature Quest huts, that Equilibris didn't add in v.3.55.
Re: Adding new objects
So it's been long since I've last posted. People suggested I should try to match the lighting and shadow on the new mirrored objects, so I thought I was done, but it turned out I wasn't. Work is still progressing though - now all Creature Banks and Creature Dwellings have fixed lighting and shadows to match the new angle, at least the best I can do. See images below. I will release 'beta' versions of the object package soon and update it as more objects are finished, so map makers can start using these new objects..
Still feedback is very much welcome. Perhaps I've missed something, like wrong animation speed, bad shadow, area which hasn't been highlighted etc.
Still feedback is very much welcome. Perhaps I've missed something, like wrong animation speed, bad shadow, area which hasn't been highlighted etc.
Re: Adding new objects
beta version 0.55 is now ready for download.
https://www.celestialheavens.com/news/h ... a-released
A total of 1141 objects is included
https://www.celestialheavens.com/news/h ... a-released
A total of 1141 objects is included
Re: Adding new objects
Karmakeld, if i download it and edit map with new objects, how this map will working at other computer without download it?
- Ek Wilibris
- Level 11 Hero
- Posts: 235
- Joined: Sun Nov 17, 2013 19:07
Re: Adding new objects
I told, that 3D is better : )
You add an angle to parameters of objects and can rotate these arond Z axis. So one simple tree you can picture in many view by changing this angle.
You add an angle to parameters of objects and can rotate these arond Z axis. So one simple tree you can picture in many view by changing this angle.
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- Equilibris Programmer
- Posts: 217
- Joined: Mon Jun 27, 2016 23:18
Re: Adding new objects
The map will crash the game / editor of those who do not have the objects. If you create a map using the object pack, you should make a note for potential players to download the object pack (following the download instructions) before attempting to open the map.
Re: Adding new objects
Yeah, but I'm not a 3D artist, and if you add 1 3D object, in my opinion, you should turn ALL objects into 3D.. good luck with that project..Ek Wilibris wrote: ↑Sat Sep 22, 2018 20:51 I told, that 3D is better : )
You add an angle to parameters of objects and can rotate these arond Z axis. So one simple tree you can picture in many view by changing this angle.
I see that iLiVe.. answered for me, thanks Though they won't crash as such, but merely they won't be playable/able to open, as the game/editor won't be able to read any objects, not found within any of the h4r files. So like with Equilibris mod or Expansions, Multiplayer etc. (where you can't play Equi maps in WoW version or WoW maps in Vanilla version), you should always make sure both parties have the same version.
- Ek Wilibris
- Level 11 Hero
- Posts: 235
- Joined: Sun Nov 17, 2013 19:07
Re: Adding new objects
Perhaps cause it takes up far more space than 2D??