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VCMI Project - Heroes 3: WoG recreated Forum Index
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  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-09, 21:45   Subject: SoD files mod like
Thank you for the explanation on how to get them from def files. Maybe the above example could be linked into/from wiki?

But if they exist already in code for SoD objects, that means that at some point in the code I can get them out serialized in json file. So I do not have to build them by hand.

@Warmonger Is there any place I can get them in code or are they really copies of Guardhouse?
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-09, 17:52   Subject: SoD files mod like
Then the question is... where can I get those masks from? Can I obtain them in a serialized form?
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-09, 17:20   Subject: SoD files mod like
Quote:
VCMI copies all dwelling masks from Guardhouse (first on the list).


This is what was puzzling me. Why the serialized version of dwellings from VCMI looks the same for all buildings.

I will leave the files with the Guardhouse masks for now. Once I have something working I will try to update those.

One question tough... From the screenshot above, it looks like the editor has this information already. Can I get this information from the editor somehow?
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-08, 21:29   Subject: SoD files mod like
I miss Ivan :(
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-07, 22:59   Subject: SoD files mod like
It seems that all creature dwellings have the same "visitableFrom" and "mask" definitions.
It looks pointless what I have done... that is to repeat these lines for each and every single dwelling.
Code:
"visitableFrom" : [ "---", "+++", "+++" ],
                "mask" : [ "VVV", "VBB", "VAA" ]


Can someone review the definition below? I am concerned about the "template" : "default" part. And about the "name" : "Creature Generator 1", part

Code:
{
    "creatureGeneratorCommon" :
    {
        "handler": "dwelling",
        "name" : "Creature Generator 1",
        "base" :
        {
            "base" :
            {
                "visitableFrom" : [ "---", "+++", "+++" ],
                "mask" : [ "VVV", "VBB", "VAA" ]
            }
        },
        "types" :
        {
            "guardhouse" :
            {
                "name" : "Guardhouse",
                "creatures" : [
                    [
                        "pikeman"
                    ]
                ],
                "templates" :
                {
                    "default" :
                    {
                        "animation" : "factions/castle/adventureMap/dwellings/AVGPIKE0.def",
                    }
                }
            },
            "archersTower" :
            {
.....................................
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-06, 23:03   Subject: SoD files mod like
For Castle town buildings I have
Code:
                "horde2" : null,
                "horde2Upgr" : null,
                "mageGuild5" : null,
                "special4" : null


Code:
At /town/buildings/horde2
    Error: Required entry id is missing
At /town/buildings/horde2Upgr
    Error: Required entry id is missing
At /town/buildings/mageGuild5
    Error: Required entry id is missing
At /town/buildings/special4
    Error: Required entry id is missing

How to fix this?
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-05, 13:33   Subject: SoD files mod like
In Hero Classes "commander" is needed.
Code:
Error: Required entry commander is missing

Since this is not SoD, could this be made optional?
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-05, 13:15   Subject: SoD files mod like
I have not understood how object templates should work.
So now I have 2 versions like below. Which one to use?

Code:
{
    "creatureGeneratorCommon" :
    {
        "guardhouse" :
        {
            "name" : "Guardhouse",
            "creatures" : [
                [
                    "pikeman"
                ]
            ],
            "base" : {
                "animation" : "factions/castle/adventureMap/dwellings/AVGPIKE0.def",
                "mask" : [
                    "VVV",
                    "VBB",
                    "VAA"
                ],
                "visitableFrom" : [
                    "---",
                    "+++",
                    "+++"
                ]
            },
        },


Code:
{
    "creatureGeneratorCommon" :
    {
        "guardhouse" :
        {
            "name" : "Guardhouse",
            "creatures" : [
                [
                    "pikeman"
                ]
            ],
            "templates" :
            {
                "default" :
                {
                    "animation" : "factions/castle/adventureMap/dwellings/AVGPIKE0.def",
                    "mask" : [
                        "VVV",
                        "VBB",
                        "VAA"
                    ],
                    "visitableFrom" : [
                        "---",
                        "+++",
                        "+++"
                    ]
                }
            }
        },
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-05, 10:21   Subject: SoD files mod like
Next problem. I see some inconsistencies between HotA definition of dwellings and the serialized version i got when I serialized core from code....

So can anyone please check the below definition for a dwelling? When I get an ok I will update all dwellings according to this structure.

(I am not interested in the values, but in the structure itself. EG: is "animation" part of "base"? Is "creatureGeneratorCommon" the name for this node and not dewllings?)

Code:
{
    "castle" :
    {
        "dwellings" :
        {
            "guardhouse" :
            {
                "name" : "Guardhouse",
                "creatures" : [
                    [
                        "pikeman"
                    ]
                ],
                "base" : {
                    "animation" : "factions/castle/adventureMap/dwellings/AVGPIKE0.def",
                    "mask" : [
                        "VVV",
                        "VBB",
                        "VAA"
                    ],
                    "visitableFrom" : [
                        "---",
                        "+++",
                        "+++"
                    ]
                },
            },


For reference this is HotA mod...
Code:
{
    "core:creatureGeneratorCommon" : {
        "types" : {
            "waterfall" : {
                "name" : "Waterfall",
                "creatures" : [[ "nymph" ]],
                "templates" : {
                    "default" : {
                        "animation" : "hota/map/waterfall",
                        "mask" : [ "VVV", "VVV", "VBA" ]
                    }
                }
            },


Ans this is serialized from core...
Code:
creatureGeneratorCommon
{
    "base" : {
        "base" : {
            "mask" : [
                "VVV",
                "VBB",
                "VAA"
            ],
            "visitableFrom" : [
                "---",
                "+++",
                "+++"
            ]
        }
    },
    "handler" : "dwelling",
    "index" : 17,
    "name" : "Creature Generator 1",
    "types" : {
        "airConflux" : {
            "base" : {
                "mask" : [
                    "VVV",
                    "VBB",
                    "VAA"
                ],
                "visitableFrom" : [
                    "---",
                    "+++",
                    "+++"
                ]
            },
            "creatures" : [
                [
                    "airElemental"
                ]
            ],
            "index" : 7,
            "templates" : {
            }
        },
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-04, 21:03   Subject: SoD files mod like
Mod definitions updated: https://github.com/krs0/vcmi/tree/ResourceExtractor/Mods/SoD

Next Hurdle: even though I see no differences to HotA mod I get these errors for Castle mod <root>

Code:
2017-Feb-04 21:31:37.186417 WARN global [1934] - Data in castle is invalid!
2017-Feb-04 21:31:37.189417 WARN global [1934] - At <root>
    Error: Unknown entry found: creatures
At <root>
    Error: Unknown entry found: dwellings
At <root>
    Error: Unknown entry found: heroClases


EDIT: I have managed to find out what was wrong with the above...
- Creatures is not in node "Factions" but in <factionName>.Town
- dwellings should be listed under the unintuitive "objects" node "objects" : [ "config/hota/dwellings" ], (why not "mapObjects")
- heroClases .... well this one was just misspelled (heroClasses), but not in the mod.json but in an inner file.
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-04, 20:19   Subject: SoD files mod like
Removing of sprites, sounds, etc seems to be working ty.

Now, I wonder if there is a way to specify in Json something like a macro or variable so you do not have to write all the time the same string?

eg: animationPath = "factions/castle/townScreen/animations"


Code:
{
    "castle" :
    {
        "town" :
        {
            "structures" :
            {
                "extraAnimation": { "animation" : "factions/castle/townScreen/animations/TBCSEXT2.def", "x" : 46,  "y" : 119 },
                "mageGuild1":     { "animation" : "factions/castle/townScreen/animations/TBCSMAGE.def", "x" : 707, "y" : 166, "z" : 1, "border" : "TOCSMAG1.bmp", "area" : "TZCSMAG1.bmp" },
                "mageGuild2":     { "animation" : "factions/castle/townScreen/animations/TBCSMAG2.def", "x" : 706, "y" : 135, "z" : 1, "border" : "TOCSMAG2.bmp", "area" : "TZCSMAG2.bmp" },
                "mageGuild3":     { "animation" : "factions/castle/townScreen/animations/TBCSMAG3.def", "x" : 704, "y" : 107, "z" : 1, "border" : "TOCSM301.bmp", "area" : "TZCSM301.bmp" },
                "mageGuild4":     { "animation" : "factions/castle/townScreen/animations/TBCSMAG4.def", "x" : 704, "y" : 76,  "z" : 1, "border" : "TOCSM401.bmp", "area" : "TZCSM401.bmp" },
                "tavern":         { "animation" : "factions/castle/townScreen/animations/TBCSTVRN.def", "x" : 0,   "y" : 230, "z" : 1, "border" : "TOCSTAV1.bmp", "area" : "TZCSTAV1.bmp" },
                "shipyard":       { "animation" : "factions/castle/townScreen/animations/TBCSDOCK.def", "x" : 478, "y" : 134, "border" : "TOCSDKMS.bmp", "area" : "TZCSDKMS.bmp" },
                "fort":           { "animation" : "factions/castle/townScreen/animations/TBCSCSTL.def", "x" : 595, "y" : 66,  "border" : "TOCSCAS1.bmp", "area" : "TZCSCAS1.bmp" },
                "citadel":        { "animation" : "factions/castle/townScreen/animations/TBCSCAS2.def", "x" : 478, "y" : 66,  "border" : "TOCSCAS2.bmp", "area" : "TZCSCAS2.bmp" },
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-04, 17:21   Subject: SoD files mod like
I have uploaded the Mod to https://github.com/krs0/vcmi/tree/ResourceExtractor/Mods

It is not final version but should be close to 90%

The H3 data is missing obviously, but the folder structure is there.

Overall suggestions and comments are welcome.
  Topic: SoD files mod like
krs

Replies: 232
Views: 54022

PostForum: Development   Posted: 2017-02-04, 14:50   Subject: SoD files mod like
I have now a problem that resources are not found for my mod....

I have a "SoD" mod with a submod "Castle".

Alttough all files are in place and seem to be loaded ok.

Code:
2017-Feb-04 11:56:59.688681 DEBUG global [22c] -         Loading resource at MODS/sod/MODS/castle/Content
2017-Feb-04 11:57:00.501728 TRACE global [22c] - File system loaded, 484 files found


I get these "resource not found errors"...

Code:
2017-Feb-04 15:38:50.821014 WARN global [1ce4] - Data in angel is invalid!
2017-Feb-04 15:38:50.823014 WARN global [1ce4] - At /graphics/animation
    Error: Def file "sprites//creatures//battle//CANGEL.def" was not found

2017-Feb-04 15:38:50.889018 WARN global [1ce4] - Data in archangel is invalid!
2017-Feb-04 15:38:50.892018 WARN global [1ce4] - At /graphics/animation
    Error: Def file "sprites/creatures/battle/CRANGL.def" was not found


Can anyone tell only from this information what could be amiss?

I tried to specify the paths with single and double slashes. (see above)

I think if I have the files in the Content/sprites/creatures/battle/ folder they should be loaded automatically.
  Topic: VS 2015 compilation
krs

Replies: 41
Views: 2854

PostForum: Development   Posted: 2017-02-03, 21:29   Subject: VS 2015 compilation
Please mention Tortoise git, for those coming from Tortoise SVN and for git first timers, its more easy than SourceTree.
  Topic: Hellhounds no flying ability
krs

Replies: 0
Views: 154

PostForum: Help & Bugs   Posted: 2017-01-31, 17:22   Subject: Hellhounds no flying ability
They have this ability

Code:
    "abilities" : {
        "FLYING_ARMY" : null
    },
    "abilityText" : "",


It wont hurt, but Why?
 
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