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Here's a program I recently found. It allows you to change the appearance of objects in Heroes of Might and Magic 3, which is useful for map creators.
Instructions:
1. Open the Map Editor, copy (Ctrl+C) an object, and in the Object Editor, select the map editor version and press "Paste."
What you can do:
1. The first GroupBox is for the image. Here, you can enter the name of the .def file from the .LOD, copy the image of another object (copy and paste the icons), or select the image of an object of a specific type and subtype ("Type," "Subtype").
2. There is also a checkbox labeled "A part of ground." Objects with this flag are placed under objects without it. For example, pits, mud on water, etc., have this flag.
3. Next, there are "Type" and "Subtype" again. This is the actual type of the object.
4. A list of terrains on which this object can be placed.
5. The object's pathfinding map. It's the same as in the Map Editor, but with green squares. Now, they have a special meaning. If you want to place one object on top of another, make its entrance (only one cell!) green, and you will be able to place it anywhere. Then, open the map in H3MapTool and click the "Convert Enters" button.
Finally, click "Copy" and Ctrl+V in the map editor.
You can also save and load objects. In the "Objects" folder, there are already several interesting objects.
Notes:
1. Do not change the actual type of objects. Many objects have additional properties, and if you don't find them, the game will crash. Instead, change the appearance.
2. When changing the images of cities, the map editor continues to display them as cities, but in the game, they sometimes look correct.
3. In the Data directory, there is an "Objects.txt" file, extracted from the .LOD of H3WOG 3.58 (it was called "ZEOBJCTS.TXT" or "ZOBJCTS.TXT" there) and cleaned of what I didn't need. When updating the WOG version, you can put the new file in its place. Objects1.txt contains several interesting objects that I added. You can add Objects2.txt, etc.
4. There is also a file called "Monsters.txt." You can update it using ERM Help. Each line in it should start with the monster's number