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Post by MagicMacArthur2 on Sept 22, 2018 5:44:04 GMT
Hello Guyz, I have started modding again ( i have moded wc3 before 6 months) and i litherally have forgotten a lot.
The Main Problem is Locating Certain Spot in .btl files. I´d like to learn a little bit more about it beacause i would like to add certain countries,generals etc. in game and modify it a bit (Next Step is Advanced Modding ).
I hope that someone will help me a bit Same i also forget all about modding wc3 unless wc4
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Post by Wilhelm Ritter von Leeb on Sept 22, 2018 6:40:26 GMT
Do you mod on PC or mobile?
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The Conqueror
First Lieutenant
Visit My New YT Channel :D https://www.youtube.com/channel/UCkBvSW7NQMyGuZ6qMnUZ72g/featured
Posts: 44
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Post by The Conqueror on Sept 22, 2018 7:56:03 GMT
I am modding at pc ( creating mod ) and then i plug my device and crack mod on it.
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Post by Deleted on Sept 22, 2018 17:45:08 GMT
Do you mod on PC or mobile? Can you try to hex map on the napoleon wars mod.
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Post by Wilhelm Ritter von Leeb on Sept 22, 2018 19:54:25 GMT
Do you mod on PC or mobile? Can you try to hex map on the napoleon wars mod. I have not tried that yet. I will see.
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Post by Deleted on Sept 30, 2018 15:24:37 GMT
Can you try to hex map on the napoleon wars mod. I have not tried that yet. I will see. It's pretty hard on that map and we tried almost everything
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Post by Wilhelm Ritter von Leeb on Sept 30, 2018 15:48:54 GMT
I have not tried that yet. I will see. It's pretty hard on that map and we tried almost everything I cannot download the apk. It says file does not exist.
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Post by Mao Ze Dong on Sept 30, 2018 16:14:26 GMT
Think of the map as a Cartesian graph on quadrant 4. The only difference is that the x values are slightly offset every other digit, and that hexidecimal replaces the decimal counting system we’re used to.
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Post by Deleted on Oct 1, 2018 2:37:55 GMT
Think of the map as a Cartesian graph on quadrant 4. The only difference is that the x values are slightly offset every other digit, and that hexidecimal replaces the decimal counting system we’re used to. Lol I don't understand.
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Post by Deleted on Oct 1, 2018 2:38:59 GMT
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Post by Mao Ze Dong on Oct 1, 2018 3:02:38 GMT
Think of the map as a Cartesian graph on quadrant 4. The only difference is that the x values are slightly offset every other digit, and that hexidecimal replaces the decimal counting system we’re used to. Lol I don't understand. Ok, the Cartesian graph is the graph we are used to using, to mark position, make calculations etc... I’m saying that the map is in quadrant four, since the map is labeled like a Battleship game board. (X values labeled on top, Y values labeled on left). In a hex graph, you count hex just like a square graph, but one value is offset, since hexagons are never perfectly arrangeable on a Cartesian graph. If the hexagons have the pointy edge on top, the y values are offset. If the hexagons have a straight edge on the top, the x values are offset. In easytech games, they use hexadecimals in btl files. What we normally use on Cartesian graphs are decimal (10 based) number values, where we must count 0-9, 10 digits before advancing to the next place. Hexadecimals use 16 digits. (0-F) when the 16th digit has been reached, it will begin counting from the “tens place”. I hope I made this clear enough.
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Post by Wilhelm Ritter von Leeb on Oct 1, 2018 4:18:16 GMT
Ok, the Cartesian graph is the graph we are used to using, to mark position, make calculations etc... I’m saying that the map is in quadrant four, since the map is labeled like a Battleship game board. (X values labeled on top, Y values labeled on left). In a hex graph, you count hex just like a square graph, but one value is offset, since hexagons are never perfectly arrangeable on a Cartesian graph. If the hexagons have the pointy edge on top, the y values are offset. If the hexagons have a straight edge on the top, the x values are offset. In easytech games, they use hexadecimals in btl files. What we normally use on Cartesian graphs are decimal (10 based) number values, where we must count 0-9, 10 digits before advancing to the next place. Hexadecimals use 16 digits. (0-F) when the 16th digit has been reached, it will begin counting from the “tens place”. I hope I made this clear enough. It is clear. That is how coordinatates work in WC3. But there is one problem. I never found out where the center is. It should be in the bottom left of the map, but where is that?
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Post by Mao Ze Dong on Oct 1, 2018 12:56:04 GMT
Ok, the Cartesian graph is the graph we are used to using, to mark position, make calculations etc... I’m saying that the map is in quadrant four, since the map is labeled like a Battleship game board. (X values labeled on top, Y values labeled on left). In a hex graph, you count hex just like a square graph, but one value is offset, since hexagons are never perfectly arrangeable on a Cartesian graph. If the hexagons have the pointy edge on top, the y values are offset. If the hexagons have a straight edge on the top, the x values are offset. In easytech games, they use hexadecimals in btl files. What we normally use on Cartesian graphs are decimal (10 based) number values, where we must count 0-9, 10 digits before advancing to the next place. Hexadecimals use 16 digits. (0-F) when the 16th digit has been reached, it will begin counting from the “tens place”. I hope I made this clear enough. It is clear. That is how coordinatates work in WC3. But there is one problem. I never found out where the center is. It should be in the bottom left of the map, but where is that? If my guess is correct, it should be at the top of the Atlantic Ocean. All the troop’s coordinates are written in a manner so that each first unit’s x value in a new row starts before the Atlantic.
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Post by Deleted on Oct 1, 2018 15:19:43 GMT
It is clear. That is how coordinatates work in WC3. But there is one problem. I never found out where the center is. It should be in the bottom left of the map, but where is that? If my guess is correct, it should be at the top of the Atlantic Ocean. All the troop’s coordinates are written in a manner so that each first unit’s x value in a new row starts before the Atlantic. Its starts in America. The first hex psrt is under native control
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