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4 years ago
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I recently started getting into mapmaking. I noticed that on some maps, certain object textures are replaced for various reasons, for example, a passage guardian was replaced with a tree so that the enemy could approach unexpectedly. Therefore, I'm interested in: * How to replace them and how to ensure that the changes are also applied when someone else installs the map? * Does this work with hero portraits?
4 years ago
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I won't answer this question because I don't know the answer. But as a player, here's what I can ask. PLEASE, don't do this. If I have a huge map with a bunch of these "chameleons" on it, as you suggest, how am I supposed to view it? By clicking on each object individually, hovering the mouse over it, forgetting where things are, and trying to remember which quest is associated with what? What is the purpose of this action? To confuse and mislead the player, to overload their brain with the need to remember unnecessary details? I often complete maps with these kinds of tricks almost from the start (with some exceptions). The question is, why introduce negativity into the map?
2 years ago
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You'll need MMArchive. One of the .lod files contains EdObjts.txt. It lists all the objects available in the editor. The format is: sprite name, followed by 48 zeros and ones (representing red and transparent cells), then another 48 zeros and ones (representing yellow cells and transparent cells), and then some more numbers. The last three numbers seem to indicate the object type (hut/dwelling/unit, etc.), and short groups of 8 or 12 digits seem to indicate which tab the object will be available in. In short, you find the sprites you're interested in within the archive (what you want to replace and with what) and write down their names. Then, you export the .txt file to the Data folder, find what you want to replace in it, and duplicate that line. Next, you find what you want to replace it with and copy only the sprite name and the first two "sausages" of numbers (the two groups of 48 digits). I recommend adding a comment above your line, like "// my custom dwelling" (you can probably use Russian, the main thing is to not forget the two slashes) so you can find it later if needed. In the editor, you'll see the object next to the one you replaced. Objects are embedded in the map itself, as far as I understand, so you don't need to do anything else. After placing the object in the editor, even if you remove the .txt file from the folder, the object will remain on the map. But it won't be available in the object list. It will also be in place in the game. I used this method to create paid peasants on the map. And a market that only exchanges gems for gold. And an alchemist's laboratory, which is actually a necromancer's laboratory. And I'll add: The 48 digits describe a binary mask from right to left, bottom to top. That is, the first 8 digits (from left to right in the line) represent the bottom row of the sprite, from right to left. Single-cell (and generally all sprites smaller than 8x6) sprites are treated the same way. They just don't occupy the entire row, but only the first one, two, or three cells, but still from the right.

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