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  1. #1

    HoN editor with Savage 2

    This editor should not be used anymore since the official editor is now out!
    Any questions about the editor/map making can be posted on the Maps forum.

    You can skip the editor installation with only one download. You only need to download the 351MB file and you got everything you need to use the map editor. If you don't have the latest directx or if you don't have the dotnet framework you may need to download more stuff.

    Note: You should always test you thing step by step before doing something big since its not an official tool.

    Packed editor v0.2:
    MegaUpload: removed
    Mediafire (3 files): removed

    Important: If you use linux or mac, I couldn't test but I think you will need to download the whole game and replace the content of the game folder from this archive.

    I recommend reading Tehwildcard's tutorial on the editor at this link:
    http://forums.heroesofnewerth.com/sh...ad.php?t=59776

    In this tutorial I will explain how do use the Savage 2 editor to edit/make HoN maps. Here is a pic of the final result.

    For now there are a couple of thing not working. The thing is I don't know much a bout models and textures so it takes me a lot of time to get something working. They are lot of unnecessary stuff but I don't really know what to remove without braking the editor.

    Limit we have with the editor for now (12-30-2009):

    • You always have to manually change the enitylist.
    • You can't create your own tilecliffmap and tilevisblockermap.
    • All models show up in white in the editor or the modelviewer.
    • Shaders from HoN doesn't seems to work in Savage 2.


    This is the first tutorial I have posted and I know my English is not that good so bare with me please.

    The editor
    IMPORTANT: You can and you should skip this part if you download the file linked at the beginning of this post.

    Install Savage 2 and make a copy of the game folder if you want to be able play the game since what were about to do will make the game unplayable.
    If you have Savage 2 already installed get the latest update first.
    Create a temporary folder
    Open HoN textures.s2z with an archiver and extract the content into the temporary folder
    Get the content of each "0000000#" into the same folder. Start from "00000006" to "00000000" and overwrite the files if your asked to.

    Go to your Savage 2 folder and then in the game folder.
    Open textures-high.s2z with your archiver and extract the ui folder into your temporary folder.

    In the temp folder go into "world/terrain/textures".
    For each terrain textures you have 3 files. I don't know how exaclty this work but the Savage 2 editor only use 2 textures file.
    For every texture file you need to take the file that has "_rxgb" at the end of the filename and remove it.
    ex: "b1_base_n_rxgb.dds" -> "b1_base_n.dds"
    If you want to save some time you can do the following:
    In the folder hold shift and right click into the folder background. Select "Open Command Window Here".
    Do the following command without the quotes: "ren *_rxgb.dds *n.dds"
    Note: The units too have "normal_rxgb.dds" and "normal_s.dds" rather than only one "normal.dds". Since it doesn't fix anything you don't need to change them.

    Archive the content of the temp folder in a .zip with normal compression.
    Make two more copy of the archive.
    Rename your archives to have this: textures-low.s2z, textures-med.s2z and textures-high.s2z (you will only need one of these but I don't know how the editor choose which one).
    IMPORTANT: You may have the file extension hidden in explorer. Its important that your file type is not a ZIP but a S2Z File.
    Put the file inside the following folder: "[path_to_your_folder]/Savage 2 - A Tortured Soul/game"
    Overwrite the file that is already inside the folder.

    Open Savage 2 resources0.s2z file with an archiver.
    Inside a new temporary folder extract the following:

    • The "ui" folder.
    • Those files from the "world/terrain/materials/" folder: "default.material" and "default_single.material".
    • Inside "world/foliage/materials/" get "default.material".

    Delete Savage 2 resources0.s2z file.
    Copy HoN resources0.s2z inside the "game" folder of Savage 2.
    Open the resources0.s2z file with an archiver.
    Delete the "ui" folder inside it.
    Add inside it the files that we extracted from the Savage 2 resources0.s2z (you need to keep the path exactly the same as they were in the original archive).
    Go into the "editor" folder of Savage 2.
    Download the attached file "brushes.zip" on this topic. (I don't remember how this got into my folder)
    Extract it inside this folder.

    We now have the editor part done but its important you read the rest if you want to have a working map.

    Opening an HoN map
    I will now explain how to open a HoN map in the editor.
    Copy into Savage 2 maps folder the map "caldvar.s2z" of HoN.
    Rename the map "caldvartest.s2z".
    Open the copied map with an archiver.
    If you use winrar you can direclty open the files from the archiver and skip the next step.
    Extract "entitylist" from the archive, put it anywhere. Were only going to make some change to it and put it back into the archive.
    Open "entitylist" with a text or xml editor (I use NotePad2).
    We need to change every "entity" tag to "WorldEntity". we can easly do that with a "Replace" (ctr+h in notepad).
    IMPORTANT: the game is case sensitive and it will not work if you make a mistake.
    Search for "entity" and replace with "WorldEntity".
    The root nod of the xml should be <WorldEntityList> NOT <WorldEntitylist> make sure that the "L" is in caps.
    Save the change and put the file back into the archived map.
    Great, we can now open caldvar map inside the editor.
    Note: There is more file that will not be parsed inside the editor cause they have different xml tags but to open the map this is the only one we really care about.
    Note: every models will be white!
    Try to open it to see if everything is OK (you can start the editor with "Editor.bat" in the Savage 2 main folder). You should have every entities and the right ground textures.
    Try to change some ground texture, we will go test the change in HoN.
    Note: At this point we can't still add an entity in the map correctly so don't try it. We will do this later.
    Save the map and exit the editor.

    Playing your map.
    The map is now a Savage 2 map so we need to make some change on it before we can play it in HoN.
    Copy the file inside the HoN map folder.
    Open the official "caldvar.s2z" with your archiver.
    Extract the following files:


    • tilevisblockermap
    • worldconfig

    Close the map and open "worldconfig" with a text or xml editor.
    Inside <World> change the map name to "Forest of Caldvar Test".
    Save and close.
    Open the map we just made "caldvartest.s2z" with your archiver.
    Delete the file "worldconfig" in the map.
    Add in it the 2 file we just extracted.
    Open "entitylist". We need to do the opposite of what we did earlier:
    Search for "WorldEntity" and replace it with "entity".
    Its still case sensitive so watch out for the root tage it should be <entitylist>
    Close the map and start HoN, you should be able to see the modifications we did.

    Note: Making a map from nothing was not tested and will limit you since there are some things the Savage 2 editor cannot do like the cliffs. There is also the problem of with foliage.

    How to add entities
    The entities type now work with the editor v0.2.

    When you add an entity to the map, you will need to choose the entity type. Choose the same type as the entity you add or they will not work in-game.

    If you want to add your custom entities it may be easier to put a random entity in the editor and replace them by hand in the entity file.


    -------------------

    Thanks for reading this tutorial.
    Attached Files Attached Files
    Last edited by Oloko; 04-04-2011 at 12:52 PM.

  2. #2
    Lol does this really work ?

  3. #3
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    His post is long enough... It must!

    *reads*

  4. #4
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    Brushes zip probably has brushes, which are missing in latestsavage 2 version for some reason, as a result will crash if you try to do anything whre brush is required (texturing, heightmap changes).

    It might be good to note that you can copy any entity with all it's data holding shift+xy/z movement tool/ rotation tool/ scale tool. This will help making trees easier for those who will work.

  5. #5
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    If this really works, this deserves a sticky.

  6. #6
    I uploaded on megaupload the files needed for the editor, you can now skip this part of the tutorial if you download the archive.

  7. #7
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    Instasticky if this works.

  8. #8
    I was working on a new version of the editor with models and entity support. I was also going to make an application to automate the conversion of map file between the two games, but I don't know if I'll finish it if there is no one interested. Here is a preview pic.

    Quote Originally Posted by Envor View Post
    Brushes zip probably has brushes, which are missing in latestsavage 2 version for some reason, as a result will crash if you try to do anything whre brush is required (texturing, heightmap changes).

    It might be good to note that you can copy any entity with all it's data holding shift+xy/z movement tool/ rotation tool/ scale tool. This will help making trees easier for those who will work.
    Interesting, I don't know much on how to use the Savage 2 editor so its great to have those kind of tips.

  9. #9
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    Will make my editor do this on the weekend, have no time to test this work of yours.

    And to bad savage 2 editor does not suport tilecliffmap and tilevisblockermap.

    Also the reason nobody replies here is because it's to hard for some and requires downloading another game.

  10. #10
    Quote Originally Posted by Envor View Post
    Will make my editor do this on the weekend, have no time to test this work of yours.

    And to bad savage 2 editor does not suport tilecliffmap and tilevisblockermap.

    Also the reason nobody replies here is because it's to hard for some and requires downloading another game.
    Thanks for the feedback.

    I get it why most doesn't reply and that is exactly why I'm asking myself if I should drop this project.
    I mean even if I make an application to automate all of this, is there going to have someone who will use it? If I had some sort of feedback to know what exactly stop people from trying it I would know what is the next step I should take.

    Is it because you have to download another game, because its too complicated or maybe most of you prefer to wait for the official editor?

    About the tilecliffmap and tilevisblockermap it is not necessary to have those file to use the map in HoN and you can still make blockers to stop people from going down a cliff, it will only not look as good as the official maps.

    I would appreciate if you guys could give me feedback for this project.

  11. #11
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    Well I haven't went through it yet cause I didn't have the time to read when you first posted the tutorial, but I probably will try it out at some point just for fun.

  12. #12
    Going to test it when i have some spare time at school

  13. #13

    tryin

    I'm tryin to get this to work, but every time i click on the map it just crashes out. i've even tried reinstalling savage 2 just to see and without any modified files it still just crashes in the stock editor. don't know what the prob is. Can't wait for the regular editor to come out, any word on a release date for that?
    Last edited by ilovetacos; 11-12-2009 at 11:42 AM.

  14. #14
    Quote Originally Posted by ilovetacos View Post
    I'm tryin to get this to work, but every time i click on the map it just crashes out. i've even tried reinstalling savage 2 just to see and without any modified files it still just crashes in the stock editor. don't know what the prob is. Can't wait for the regular editor to come out, any word on a release date for that?
    Nice to know someone tried it out, but I wished it would have worked for the first person.

    From what I understand the editor from a clean install crash when you open a Savage 2 official map? If its the case I don't really know what could be the cause of this.

    I can try to help you if you attach your console.log file to your post. To do this go to "C:\Users\%USERNAME%\Documents\Savage 2 - A Tortured Soul\game\" and delete the current console.log file. After that start the editor, make it crash and then attach the console.log file to you post.

  15. #15
    Is it possible to view Models in it singuaraly? And manipulte background? Would be nice to know ^^

  16. #16
    Yes you can use the Savage 2 Model Viewer ("ModelViewer.bat") to look at individual models. Its the tool I used to fix the white model problem I had (it is fixed for me and will be in the next update of the tutorial).
    You have to do one more step to use the Model Viewer:
    Extract the "core_resources.xml" from the official resources0.s2z of Savage 2 into your "game" folder or into your modified resources0.s2z file.

    Here is picture of what the model viewer looks like on my laptop (its not the current version of the editor files I have on my home computer). The ground has the checker texture but it uses a map for the ground/sky and I'm pretty sure it can easily be changed to any ground texture you want.

  17. #17
    Well, my objective would be to replace ground/sky with pure green or blue colour (0/0/255 or 0/255/0) to Chroma Key it (filming technique). I can't see any textures there. Is it possible to add them? And can they get animated (attack animation, move etc)

  18. #18
    I don't know if this is what your looking for. Units models doesn't work for now so I'm trying to fix this before posting on how to get this.
    You can choose units actions on the models, you can animate every action a model does in-game (you can see more greats option on the other screenshot I posted earlier.

  19. #19
    Perfect. With textures you will get a Special Thanks in my upcoming movies

    But the green colour is too dark. I need colour like this:
    http://www.december.com/html/spec/color16codes.html
    Look at the RGB-colour 00FF00 and 0000FF.

    I meant, that ground AND sky are PURE blue OR PURE Green. I dont need a space where he walks, just a static background. I hope it is possible to record it with Fraps...


    Awwwww, ****. I red now, that you need Savage 2 for it >.<
    Is it possible to download the Editor apart from it?
    Last edited by AtroCty; 11-13-2009 at 06:19 AM.

  20. #20
    Quote Originally Posted by AtroCty View Post
    Perfect. With textures you will get a Special Thanks in my upcoming movies

    But the green colour is too dark. I need colour like this:
    http://www.december.com/html/spec/color16codes.html
    Look at the RGB-colour 00FF00 and 0000FF.

    I meant, that ground AND sky are PURE blue OR PURE Green. I dont need a space where he walks, just a static background. I hope it is possible to record it with Fraps...


    Awwwww, ****. I red now, that you need Savage 2 for it >.<
    Is it possible to download the Editor apart from it?
    The ground is pure green (0,255,0) and the wall are pure blue too but I think its cause I removed the sun they look darker. There should be a way to make it look like the original color but I'm working on fixing every model first. Also all the colors are TGA files so you can edit them yourself to make it looks like you want. You can show or not show the ground with one click so its pretty easy to only show the blue skybox with no ground.

    As for the download, you can't download only the editor since it use all of the file the game use, but I could make my own Savage 2 version with the minimal amount of file you need, it would be around 350mb (you will still need to download directx and dotnet if you don't have them). It would be a lot easier for people to use the editor since it would only be a one step install to get everything to work.

    So if your interested I will finish the models fix and then upload an edited version of Savage 2 on megaupload.

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