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» [H3SW v0.8.2] Witch Hunt
The map editor Icon_minitimeby GodRage Yesterday at 22:56

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» [H3SW v0.8.2] Desert Isle
The map editor Icon_minitimeby Sir Albe 2024-10-31, 07:56

Poll
Global announcements should be:
Everlasting, 1 for each project.
The map editor Redbar110%The map editor Redbar12
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Temporary, when there is something new to announce.
The map editor Redbar11100%The map editor Redbar12
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Holalala... No idea where the Ultimate artifact is.
The map editor Redbar110%The map editor Redbar12
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Heroes III: The Succession Wars v0.8.2 Beta

 

 The map editor

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robizeratul
Elf
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robizeratul


Messages : 186
Quality Points : 32
Registration Date : 2015-07-01

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PostSubject: The map editor   The map editor Icon_minitime2017-01-30, 02:17

I didn't see it mentioned, so here I go! I have a few questions. Of course, the answers may be true for the 0.8 version or for the far future...nonetheless curious what you guys have to say. I'm mostly curious for the 0.8 version now, since it's coming out first.

1) Will the multiple map sizes be integrated like in hota?

2)Are bigger maps than 255/255 possible?
b)Are bigger maps planned?

3)Any way to remove the total object limit from the map editor? Or at least increase it dramatically? (and what is the limit? )

4)Any way to remove the object type limitation ?( maybe this could be done by reclassifying the objects in the data folder. Instead of "border guard", you could have one classification for each, so "border guard 1", "border guard 2" and so on. In essence sidestepping the "subtype" category....or maybe not, just an idea) (also, what is the limti. I didn't count but I saw the restriction)
PS: I found this in hota 1.3.8:http://www.mmgames.ru/index.php?option=com_content&view=article&id=142&Itemid=258&lang=en
"deleted some limits for objects amount in map editor"

5)Will the "fat" sidebar be implemented like in hota? ( more rows )

6)Is it possible to add the "creature growth" option to specific creatures? or globally ?

7)Anything new planned for the map editor?
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Orzie
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Orzie


Messages : 2166
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Registration Date : 2014-12-12
Age : 32
Location : Turkey

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PostSubject: Re: The map editor   The map editor Icon_minitime2017-01-30, 02:57

Quote :
1) Will the multiple map sizes be integrated like in hota?

That feature is not developed, but things can change.

Quote :
2)Are bigger maps than 255/255 possible?
b)Are bigger maps planned?

XXL maps are generally possible with the use of HD Mod and AlexSpl's XXL mod for Era.
Any of XXL maps are not developed currently.

Quote :
3)Any way to remove the total object limit from the map editor? Or at least increase it dramatically? (and what is the limit? )

It's funny that you ask about a way to remove the limit while you personally never met one. Smile
We haven't looked into the issue yet, because most of our work so far was replacement of existing assets rather than adding new ones.

Quote :
4)Any way to remove the object type limitation ?( maybe this could be done by reclassifying the objects in the data folder. Instead of "border guard", you could have one classification for each, so "border guard 1", "border guard 2" and so on. In essence sidestepping the "subtype" category....or maybe not, just an idea) (also, what is the limti. I didn't count but I saw the restriction)

I don't understand what you are talking about. The object (DEF file) types are pre-defined, but they differ from what you probably imagine.
The map editor EXPNp2N

It is no problem to set different descriptions/terrain affiliations/functionality to different defs.

Quote :
5)Will the "fat" sidebar be implemented like in hota? ( more rows )

It's already implemented in the alpha version of our new map editor. Don't know if it will be available with v0.8 though because of the bugs. HotA isn't generous about its programming achievements.

old example1
old example2
old example3

Quote :
6)Is it possible to add the "creature growth" option to specific creatures? or globally ?

Many things are possible, but some are prioritized, some require too much effort in comparison with the gains, and some are absolutely unnecessary.

Quote :
7)Anything new planned for the map editor?

See above. We also plan to replace the buttons with our new ones, and make some other things possible, like proper color cycling for some assets and properly colored flags for flagged objects. But all that waits.

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The map editor L18zg1M
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robizeratul
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robizeratul


Messages : 186
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Registration Date : 2015-07-01

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PostSubject: Re: The map editor   The map editor Icon_minitime2017-01-30, 04:11

Thanks for the answers!

Not much to say, except:

3) I have encountered the limit, I just didn't know the exact number. I thought it's 48 but I wasn't sure if it's the same for sw mod, just asked to be sure. I have been testing the XXL mod you talked about, I think they changed the limits there.


4) Maybe I didn't explain properly. Let me try again.

Right now I have the map editor opened, I have 48 garrisons(the white type,similar to wizard castle). I can change the type ( from 33 Garrison to 219 Garrison) and the subtype ( from 0 normal, 1 anti magic ). I can't use any more however I can use a lot of other objects.

What i'm saying is make each garrison graphic an unique object. So instead of ALL garrisons sharing 1 "slot ( 48 limit) you could have each graphic share one slot.

In essense, I would have 48 x2 white (wizard type) garrisons(zgarn003.def + zgarn002.def) 48 x 2 brown (sorceress type) garrisons ( zgarn001.def + the graphic for this one) 48 x 2 black ( knight type) garrisons ( avcgar10.def + avcvgr.def).

And so on. Instead of having 1 limit for seer's hut,quest guards etc you would have 1 limit PER GRAPHIC! So that's a lot more! Is this possible to code ?
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Orzie
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Orzie


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Age : 32
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PostSubject: Re: The map editor   The map editor Icon_minitime2017-01-30, 04:16

I'm almost sure what you say is pretty simple, but we don't have any plans in adding features like that currently. Though, probably, in future we will have faction-styled garrisons and walls put separately in the Towns/Castles section or somewhere else we will see fit.

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