Extract and place mod files to /Mods folder.
With help of MMArchive or other tools extract all DEF files from FREDOBJ.pac file to /Content/Sprites directory of Mod.
I didn’t included Fred79 assets due to avoid legal problems and screams about “stealing” from Russian community.
This set of Fred79 objects is incomplete and uses my own look at objects names/uses.
About several hundred DEF files are not configured, because they are not changed since Fred79 first objects patch release.
About 3 hundred objects like dwellings without flags, banks, are not configured also for my reasons.
I didnt test appearance on maps of all objects - because we have no map editor yet to test this.
I commented in “mod.json” config files for “Walls.json” and “Mines.json” - Walls don’t make RMG maps look good. Mines are crashing RMG in this mod - didn’t have time yet to find why this is happening.
I changed DEF paths to root folder with Regexes, so some templates maybe get lost due to syntax errors
Enjoy if you can. There seems to be some bugs cause RMG sometimes crashes when generating maps. fred79objects-mod.zip (133 KB)
Hi, after few days of coding I’ve eventually finished a script in Python, which (I hope will help you to convert most (if not all of H3 random map templates to compatible with VCMI JSONs.
To use it simply drag and drop H3 RMG templates over script icon.
Edit: Now it is possible to parse a file with multiple templates.
Edit: Fixed bug when OH3 template doesn’t contain monster strength in single zone.
Edit: Now script can properly parse multiple portals per one connection (sth. like: “a”:“1,2”)
Edit: Uploaded new version which works with Python 3.5.1 H3 RMG Converter.zip (5.08 KB) H3 RMG Converter.zip (5.08 KB)
I’m not sure about Linux, but for windows should work smoothly.
Hmm, perhaps different Python versions? I based on Python 2.7.11 and this template has been parsed without problems, but before downgrading Python try clues described in script.
Also you can use script via cmd, so if something would go wrong you will see output.
Btw. does it happen for every template you’re trying to convert?
Sweet Baby Jesus! It works! (yeap, it was version incompatibilities). Here’s the random map generated under Around A Marsh template. Now the ball is at Warmonger’s site to write better objects randomization
Ok, I’ve found a problem.
When I try to convert (for example this rmg) toheroes.com/h3maps/15-Jun-03Blockbuster.txt everything is ok, but…! Original template is for 2 players, and for M-L-XL maps. Converted json is only for first map size - M. L and XL templates remain unconverted.
Ok, I’ve improved a bit my script, so it’s now possible to parse single file with more than one template, also some bugs have been resolved (I hope :).
Thanks to Kantor and his script, we managed to convert all standard H3 templates and HD mod tempaltes as well. Here’s the mod: mediafire.com/?dtf7j64wnw4ka9p
Unpack it to your My Games/vcmi/mods/vcmi/mods/defaultTemplates/mods directory and make sure that additional submods are enables in launcher (look for submods under vcmi mod).
It’s hard to test it, but console eats all jsons very fine.
Know issues:
creating XL+U random maps with 8 players and some mods enables - causes crash
creating maps with 7 players also crashes (randomly) game and still are conditions that won’t allow to create maps.
I’ve noticed that as well, but I’m quite sure that crash doesn’t happen for every attempt of map creation. Anyway I’ll try to catch some of that bugs and report them in mantis.
Btw. great job Did you converted some of that russian templates as well?
I’ve rearranged Macron1 & Fred79’s mod, fixed some bugs and made fred’s objects to appear in map editor. Now editor looks like that:
Unfortunatelly, such test map can’t be opened in game (game crashes) In random maps this mod works but RMG algorithms take these objects in very chaotic ways (Mine submod even breaks rmg generation).
But I think this tool will be very handy for further mapmakers. And still lofs of Freds objects wait to be configured…
But there are some general issues. Using vcmi map format be careful with mod identifiers (=mod directory name) - they are used inside map data. Once used they should not be renamed rearranged etc.