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Author Topic: [QUESTION] custom maps and vmaps  (Read 3742 times)

frezer748

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[QUESTION] custom maps and vmaps
« on: December 05, 2012, 07:40:53 pm »
Good Evening modcraft,



Well I tried now many times to get new vmaps which work with my custom maps. So that I can't cast anymore through walls or other objects. But it still not work. Well...


1. I created "maps"
2. After the created maps, I ran "makevmaps_simple.bat" and he also created me "vmaps".

After the convert I added the "maps" and the "vmaps" into my core folder. But I can still cast through Walls on my custom maps. So anyone know how to fix it?


Well I use Trinity.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: [QUESTION] custom maps and vmaps
« Reply #1 on: December 05, 2012, 09:10:40 pm »
Have fun trying to convert custom maps to vmaps if the custom patch files are not even read out. Modify your vmapsextractor and assembler to read custom patchs out.

Solid folders are not taken into considering.
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frezer748

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Re: [QUESTION] custom maps and vmaps
« Reply #2 on: December 05, 2012, 10:56:39 pm »
Quote from: "Ascathos"
Have fun trying to convert custom maps to vmaps if the custom patch files are not even read out. Modify your vmapsextractor and assembler to read custom patchs out.

Solid folders are not taken into considering.


Well the vmap converter, converted already my custom maps. So this wasn't the problem, the problem is that the objects are still buggy on the custom maps, so that I can still cast through them.
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Steff

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Re: [QUESTION] custom maps and vmaps
« Reply #3 on: December 06, 2012, 07:35:53 am »
Here a running precompiled and testet exe would be nice to have. Not all modders are able and have the patience to compile code. My last Trinity adventure took 18 houres.....
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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ProfVice

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Re: [QUESTION] custom maps and vmaps
« Reply #4 on: December 08, 2012, 10:19:26 pm »
In the System.cpp  (.../src/tools/map_extractor/System.cpp) there are some rows that forms a list of MPQs that will be load, so as i understand this you must add the names of your MPQs (for example patch-h.mpq) and recompile the Extractor.
I will try it


Edit: And for VMaps open the vmapexport.cpp and look for "// open expansion and common files"
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frezer748

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Re: [QUESTION] custom maps and vmaps
« Reply #5 on: December 09, 2012, 12:12:30 am »
Quote from: "ProfVice"
In the System.cpp  (.../src/tools/map_extractor/System.cpp) there are some rows that forms a list of MPQs that will be load, so as i understand this you must add the names of your MPQs (for example patch-h.mpq) and recompile the Extractor.
I will try it


Edit: And for VMaps open the vmapexport.cpp and look for "// open expansion and common files"

If it works, it would be great if you wrote it into this thread.


Well I succesfully converted vmaps from my custom maps. But I still can cast through objects :/
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ProfVice

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Re: [QUESTION] custom maps and vmaps
« Reply #6 on: December 09, 2012, 02:44:39 am »
yeah same by me... i can charge through houses. So maybe a problem of the Worldbuild?
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frezer748

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Re: [QUESTION] custom maps and vmaps
« Reply #7 on: December 09, 2012, 11:38:14 pm »
Really annoying the vmaps for custom maps... Hope there will be a tool soon or a fix that creatures don't fall anymore through objects on custom maps, or that you can't cast anymore through objects on custom maps.
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frezer748

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Re: [QUESTION] custom maps and vmaps
« Reply #8 on: January 12, 2013, 04:54:30 pm »
Still nobody got custom maps with vmaps to run?


# Some custom maps will convert,  but the continent map doesn't there the vmap extractor crash.
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schlumpf

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Re: [QUESTION] custom maps and vmaps
« Reply #9 on: January 12, 2013, 07:17:48 pm »
There really is no reason, why custom maps would not work.
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Ascathos

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Re: [QUESTION] custom maps and vmaps
« Reply #10 on: January 12, 2013, 07:52:07 pm »
Quote from: "frezer748"
Still nobody got custom maps with vmaps to run?


# Some custom maps will convert,  but the continent map doesn't there the vmap extractor crash.
Actually, I am testing my own custom ones right now and they work fine.
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Shutok2

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Re: [QUESTION] custom maps and vmaps
« Reply #11 on: January 12, 2013, 08:23:03 pm »
I did it some time ago, there are 2 ways.

1-Made a copy of "Patch-esES-3" and put your "Map.dbc" custom in it and reextract vmaps, and the same with maps.
2-Other way is to modificate the source to read new patches to extract the maps, i dont know how to do it.
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Ascathos

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Re: [QUESTION] custom maps and vmaps
« Reply #12 on: January 12, 2013, 08:34:23 pm »
Quote from: "Shutok2"
I did it some time ago, there are 2 ways.

2-Other way is to modificate the source to read new patches to extract the maps, i dont know how to do it.
Most likely by opening the entire build with your compiler, most likely msvs, go into the required .cpp and add the required lines to it ? Which equal 2 names, namely both .mpq names. Nothing else, you are done. This shouldn't take more than 10 minutes (may not even take one minute if you know how to use search) thoughout both, mapextractor and vmapextractor.
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frezer748

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Re: [QUESTION] custom maps and vmaps
« Reply #13 on: January 13, 2013, 04:35:50 pm »
Quote from: "Ascathos"
Actually, I am testing my own custom ones right now and they work fine.


Well the objects also have collision? (You can't cast through Walls, NPC's don't fall through objects, if they move on them ?)

Some custom maps got converted for me, but the collision still not working (you can still cast through objects and npc's which are on the objects and than move fall through the objects.)

# Well I modified the vmap extractor file, so that he also read out the patch-4. I took a look into the Vmap folder, but it seems that he don't create all Custom map adt's.
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