Posted: 2015-02-14, 11:07 DEF Recoloring Program v.0.0.3 from Macron1
DEF Recoloring Program v.0.0.3 from Macron1
This program allows to change colors in DEF palette. You can load creature or map object def, and change one colors to anothers. After saving resulting DEF you will get recolored thing.
Now it has mechanism of automatic recoloring using previous recolors. But it needs to be impoved.
DEF Recoloring Program v.0.0.3.zip DEF Recoloring Program v.0.0.3 from Macron1
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.
1) About several hundred DEF files are not configured, because they are not changed since Fred79 first objects patch release.
2) About 3 hundred objects like dwellings without flags, banks, are not configured also for my reasons.
3) I didnt test appearance on maps of all objects - because we have no map editor yet to test this.
4) 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.
5) 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 Fred79 Objects mod json configs
Hi, I just ported Macron's Balancer program to Python, all previous issues should be fixed now.
How to use it?
Via command prompt:
1. Open command prompt and set working directory same as path to this script
2. Type name of the script or just drop it over cmd
3. Drag and drop valid JSON file
You also can specify many files by repeating step 3. but remember to separate them by space.
Via dragging and dropping files as well as folders with JSONs over script icon.
Any encountered bug please report to my priv.
EDIT: fixed buggy replacing min\max fields
EDIT2: added possibility to drop files and\or folders with JSONs over script icon
EDIT3: fixed wrong parsing few cases
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
I'm not sure about Linux, but for windows should work smoothly.
In my win10 I downloaded python software 3.5.1 version, unpack H3 rmg Converter, drag and drop Around a Marsh.txt template. Something happened, folder Converted was created, but... is empty :(
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 ;P
Ok, I've found a problem.
When I try to convert (for example this rmg) http://www.toheroes.com/h...Blockbuster.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.
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