What's the .def code for clear, icy, muddy and lava rivers in the map editor?
Sir Albe Mage
Messages : 820 Quality Points : 443 Registration Date : 2015-07-16 Age : 28 Location : Aalborg, Denmark
Subject: Re: River .def 2023-03-25, 07:32
Hello Halib The clear river's def file is clrrvr.def, the icy river is called icyrvr.def, the muddy/tarry river is called Mudrvr.def and the lava river is called lavrvr.def
So today I placed them in the map editor, but they seem to have only one form and their animation is switching/bending to different positions. Is there a way to make them behave like normal rivers and to choose which position they are in?
Orzie Master Modder
Messages : 2138 Quality Points : 840 Registration Date : 2014-12-12 Age : 31 Location : Turkey
Subject: Re: River .def 2023-03-27, 05:52
There is no known way which works without writing a special plugin. Same goes for the DEF palette indexes which are programmed to cycle.
In H3SW, we just replaced H3 frames exactly in the same order as they go in the vanilla, and made a special plugin to implement color cycling similar to what was in H2.
Oh, okay, thanks for letting me know. I was asking because I wanted to place rivers over paths and magical terrains (Cursed Ground, Fiery Fields etc.). Is there another way to do that? I know it can be done with dirt paths because they are added in the map editor as placable objects. By the way, why do the magical terrains go over the paths and rivers, unlike in Heroes 3?
Last edited by Halib on 2023-03-27, 23:35; edited 1 time in total
Orzie Master Modder
Messages : 2138 Quality Points : 840 Registration Date : 2014-12-12 Age : 31 Location : Turkey
Subject: Re: River .def 2023-03-27, 23:14
Didn't know that, will need to check. Doesn't ticking "a part of ground" work?
We might need to check if these terrain overlays are treated by the game in a proper way, concerning object type. (Most of them are filler ones anyway)
If I remember correctly then ticking the "a part of ground" on magical terrains and dirt path placable objects doesn't make them go under the rivers. Also, while we're at it sometimes objects in the game go over each other differently then in the editor. This can be seen in the Clouds of Xeen map, where mountains go over a sulfur mine above blue player's starting town.
Last edited by Halib on 2023-03-28, 11:24; edited 1 time in total
Orzie Master Modder
Messages : 2138 Quality Points : 840 Registration Date : 2014-12-12 Age : 31 Location : Turkey
Subject: Re: River .def 2023-03-28, 00:43
Yes, I am aware of the issue. I still haven't got an answer for it; might be something concerning the order of landscape elements in the object text table.