MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
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- Pixie
- Posts: 130
- Joined: 02 Apr 2017
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
I replied in your dedicated thread
MM7 Refilled for the Merge https://www.celestialheavens.com/forum/10/17218
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- Leprechaun
- Posts: 7
- Joined: 20 Dec 2020
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
I'm figuring out some coding, not sure if it was posted already but i hope it won't be a problem. I've found an useful way to use timer commands.
The code i'm posting will generate a friendly Angel Lord every minute nearby the starting area of MM8. I wrote this basing off the MMMerge mod, so values may change depending on the game you'll be playing
The code i'm posting will generate a friendly Angel Lord every minute nearby the starting area of MM8. I wrote this basing off the MMMerge mod, so values may change depending on the game you'll be playing
Code: Select all
function events.AfterLoadMap ()
local Timertxt
if Game.Map.Name == "out01.odm" then
Timer(function()
local mon = SummonMonster(200, 4845, 9956, Party.Z, true)
end, const.Minute, true)
end
end
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- Leprechaun
- Posts: 7
- Joined: 20 Dec 2020
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
How do i import .obj files into the maps? I've seen somebody else had the same problem but using MM8LEVELEDITOR won't work with the new patches, am i missing something? The whole model won't appear at all in the map and, instead, the whole map will disappear.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
You have to use GrayFace Editor. While in the game press alt F1 Or Ctr F1 I forgot which but it is one of those two. Then press the middle button or wheel on your mouse. That will give you access to the menu on the left.AndrewBased wrote:How do i import .obj files into the maps? I've seen somebody else had the same problem but using MM8LEVELEDITOR won't work with the new patches, am i missing something? The whole model won't appear at all in the map and, instead, the whole map will disappear.
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
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- Leprechaun
- Posts: 7
- Joined: 20 Dec 2020
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
I was already using it, seems like that the models i was trying to add were too big or somewhat bugged. I then succeeded in adding other models, thank you anyway!DaveHer wrote:You have to use GrayFace Editor. While in the game press alt F1 Or Ctr F1 I forgot which but it is one of those two. Then press the middle button or wheel on your mouse. That will give you access to the menu on the left.AndrewBased wrote:How do i import .obj files into the maps? I've seen somebody else had the same problem but using MM8LEVELEDITOR won't work with the new patches, am i missing something? The whole model won't appear at all in the map and, instead, the whole map will disappear.
David
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Hi everyone!
Could enyone help?
I'm using MMExtension, MMeditor, MMArchive, mmarch to make a mod for MM7. I have a couple of questions.
1. How can I make a "map" (the map image that you see when press M or on the minimap) for a new outdoor level? Right now full map looks like a black square without player's arrow. Automap is red with an arrow.
2. Is there any guides about making internal maps? Is it possible to delete geometry in the internal maps? I want to make a new map. I'm using Emerald Dragon Cave as a template. I selected a cave and press Delete. Nothing happens. Also when I press New the level geometry stays the same.
Could enyone help?
I'm using MMExtension, MMeditor, MMArchive, mmarch to make a mod for MM7. I have a couple of questions.
1. How can I make a "map" (the map image that you see when press M or on the minimap) for a new outdoor level? Right now full map looks like a black square without player's arrow. Automap is red with an arrow.
2. Is there any guides about making internal maps? Is it possible to delete geometry in the internal maps? I want to make a new map. I'm using Emerald Dragon Cave as a template. I selected a cave and press Delete. Nothing happens. Also when I press New the level geometry stays the same.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes.
What is the proper way to create local static (null-terminated?) string in lua (and use it in asmpatch/asmproc)?
When I need to process new switch case (i.e. I need to add few lines of asm code without asmpatch or asmproc, called via jump address stored in dd) what is the way?
How to asmpatch hooks of MM8 Patch from MMExtension?
What is the proper way to create local static (null-terminated?) string in lua (and use it in asmpatch/asmproc)?
When I need to process new switch case (i.e. I need to add few lines of asm code without asmpatch or asmproc, called via jump address stored in dd) what is the way?
How to asmpatch hooks of MM8 Patch from MMExtension?
Last edited by cthscr on 04 Jan 2021, 21:09, edited 1 time in total.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Here's a guide I made back in the day: https://www.dropbox.com/s/kzp8ykif63nol ... p.rar?dl=1yarolig wrote:1. How can I make a "map" (the map image that you see when press M or on the minimap) for a new outdoor level? Right now full map looks like a black square without player's arrow. Automap is red with an arrow.
See Editor ReadMe. Maps are done in 3D software and exported/imported as *.obj.yarolig wrote:2. Is there any guides about making internal maps? Is it possible to delete geometry in the internal maps? I want to make a new map. I'm using Emerald Dragon Cave as a template. I selected a cave and press Delete. Nothing happens. Also when I press New the level geometry stays the same.
But first of all, download new editor scripts from https://github.com/GrayFace/MMExtension ... pts/Global as well as https://github.com/GrayFace/MMExtension ... torDlg.dll
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
What do you mean? Why?cthscr wrote:Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes.
cthscr wrote:What is the proper way to create local static (null-terminated?) string in lua (and use it in asmpatch/asmproc)?
Code: Select all
local s = "Hello"
local p = mem.StaticAlloc(#s+1)
mem.copy(p, s, #s+1)
Why without asmproc? It's exactly the case for asmproc.cthscr wrote:When I need to process new switch case (i.e. I need to add few lines of asm code without asmpatch or asmproc, called via jump address stored in dd) what is the way?
That's problematic. What do you want to change?cthscr wrote:How to asmpatch hooks of MM8 Patch from MMExtension?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Quite often one (not only me) conditionally jumps back near the start of asmpatch. At the end one needs to jump unconditionally to another address. So the asmpatch code have two sequential jmp where second isn't used.GrayFace wrote:What do you mean? Why?cthscr wrote:Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes.
Uh... Have overthought, expecting changes of registers.GrayFace wrote:Why without asmproc? It's exactly the case for asmproc.cthscr wrote:When I need to process new switch case (i.e. I need to add few lines of asm code without asmpatch or asmproc, called via jump address stored in dd) what is the way?
Savegames count. You have hardcoded 20 (which is also hardcoded by mm8.exe but can be changed there).GrayFace wrote:That's problematic. What do you want to change?cthscr wrote:How to asmpatch hooks of MM8 Patch from MMExtension?
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
But it never gets in the way.cthscr wrote:Quite often one (not only me) conditionally jumps back near the start of asmpatch. At the end one needs to jump unconditionally to another address. So the asmpatch code have two sequential jmp where second isn't used.GrayFace wrote:What do you mean? Why?cthscr wrote:Could there be an option added not to add final jump on outline mem.asmpatch? 5 bytes are 5 bytes.
Done. I've removed the limit for the new patch. I can send it for you to test.cthscr wrote:Savegames count. You have hardcoded 20 (which is also hardcoded by mm8.exe but can be changed there).GrayFace wrote:That's problematic. What do you want to change?cthscr wrote:How to asmpatch hooks of MM8 Patch from MMExtension?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
"Five bytes are five bytes."GrayFace wrote:But it never gets in the way.cthscr wrote: Quite often one (not only me) conditionally jumps back near the start of asmpatch. At the end one needs to jump unconditionally to another address. So the asmpatch code have two sequential jmp where second isn't used.
Yes please.GrayFace wrote:Done. I've removed the limit for the new patch. I can send it for you to test.cthscr wrote:Savegames count. You have hardcoded 20 (which is also hardcoded by mm8.exe but can be changed there).GrayFace wrote: That's problematic. What do you want to change?
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
How did it go BTW?cthscr wrote:Yes please.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
DLL is probably fine - haven't seen anything broken yet. As for my max_save_count patches - they are far far away from being complete.GrayFace wrote:How did it go BTW?
I went over 20 more or less successfully, though number is greater by 10 (current quiksaves count) than it should be.
Last edited by cthscr on 18 Jan 2021, 12:57, edited 2 times in total.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
BTW, for finding references I have this script: https://github.com/GrayFace/MMExtension ... Helper.luacthscr wrote:As for my max_save_count patches - they are far far away from being complete.
For historic reasons it produces 2 lists, but treat them as one, 2nd is just more trustworthy. Of course, you'll need to check all the addresses anyway. It takes 2 addresses - the start of addresses range and the address right after it ends.
For example:
Code: Select all
local t = Game.QuestsTxt
return FR(t.?ptr - t[1].?size, t.?ptr + t.?size)
Last edited by GrayFace on 20 Jan 2021, 09:09, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Small question. There is possibility to get in script information about which video mode is active (hardware or software)? I wan't to make some special colored lights invisible in software mode, because in this mode they looks bad. Ofcourse I can reccomend to play my mod only in hardware but heh...
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
if not Game.IsD3D then ...J. M. Sower wrote:Small question. There is possibility to get in script information about which video mode is active (hardware or software)? I wan't to make some special colored lights invisible in software mode, because in this mode they looks bad. Ofcourse I can reccomend to play my mod only in hardware but heh...
In Software they aren't colored. Don't forget there's a setting to turn off colored lights in Hardware as well.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- J. M. Sower
- Scout
- Posts: 188
- Joined: 25 Jan 2016
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Thanks!GrayFace wrote:if not Game.IsD3D then ...J. M. Sower wrote:Small question. There is possibility to get in script information about which video mode is active (hardware or software)? I wan't to make some special colored lights invisible in software mode, because in this mode they looks bad. Ofcourse I can reccomend to play my mod only in hardware but heh...
In Software they aren't colored. Don't forget there's a setting to turn off colored lights in Hardware as well.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
hello people
were can i find docs on the hooks this mod adds?i wnata change the time of lvl training,it is possible isnt it?
thnx
edit : found it ,yay now training takes 0 time
edit 2 : in mm7 the older MMEx,i was able to mod the coach and boats,having trouble with that with merge mod,can dirrect me to a format of related files?was unable on web and this forum to find anything
edit 3 : what is the function to advance game time?been looking at the help page for a while,cannot find it
were can i find docs on the hooks this mod adds?i wnata change the time of lvl training,it is possible isnt it?
thnx
edit : found it ,yay now training takes 0 time
edit 2 : in mm7 the older MMEx,i was able to mod the coach and boats,having trouble with that with merge mod,can dirrect me to a format of related files?was unable on web and this forum to find anything
edit 3 : what is the function to advance game time?been looking at the help page for a while,cannot find it
Last edited by Nirran on 18 Feb 2021, 03:14, edited 3 times in total.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Hello, everybody.
Trying to modify map events. Some things are a little bit unclear from the description. Anyone can clarify? Thank you.
Trying to modify map events. Some things are a little bit unclear from the description. Anyone can clarify? Thank you.
- Do I need to initialize (override) map event every time map is loaded or it could be done once at game initialization?
- Which event should I use to initialize map event: InternalBeforeLoadMap, BeforeLoadMap, BeforeLoadMapScripts, LoadMapScripts, LoadMap, AfterLoadMap?
- Do I need to explicitly remove event I am planning to override? Would assigning a function to it just override what was there before?
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