Search found 105 matches
- 15 Jan 2010, 02:45
- Forum: Might and Magic
- Topic: The Chaos Conspiracy has been released!
- Replies: 942
- Views: 660747
That sequence is the problem. If you track the original MM6 game, the Intro Button provided the Credits , and the three beginning game videos provide, not the credits, but the game-related videos. So the official release will stands as-is, in keeping with the original MM6 display sequences (Intro B...
- 11 Jan 2010, 23:51
- Forum: Might and Magic
- Topic: Never played any games in the series...which should I start
- Replies: 15
- Views: 4286
I wasn't really saying it was bad. I love the castle building stuff. Don't care one way or another about the character races. But I don't really care for add/remove active players. I never used it in MM4. In MM8 it seemed more like cheating. I was mostly commenting on how MM4 really did influence no...
- 11 Jan 2010, 03:47
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
An area for non-programmers to help
Another area for non-programmers to help is to categorize all of the icon files in the icon.lod for MM6 (I'm specifically targeting MM6 for the first milestone of the project -- I don't expect MM7 and 8 will be much more difficult, but the slight differences in file formats would unnecessarily compl...
- 11 Jan 2010, 03:44
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
MMLevelEditor developer setup instructions.txt
I have now created a document to describe how to get the MMLevelEditor (without an 8 -- not sure if we should come up with a better name) project up and running in its current form. http://mm8leveleditor.cvs.sourceforge.net/viewvc/*checkout*/mm8leveleditor/org.gamenet.MMLevelEditor/docs/MMLevelEdit...
- 11 Jan 2010, 01:52
- Forum: Might and Magic
- Topic: new to MM4-5
- Replies: 1
- Views: 1470
- 11 Jan 2010, 01:49
- Forum: Might and Magic
- Topic: Never played any games in the series...which should I start
- Replies: 15
- Views: 4286
- 08 Jan 2010, 21:07
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
Hmm, what coordinate system does it use? Y is up or Z is up? There is a 128x128 grid of height values. so Map(x,z) = y with y being up. In reality, it's arbitrary. Most of the time in the old MM8LevelEditor, I called the height coordinate z since it was the third one listed. Now I call it y because...
- 08 Jan 2010, 20:58
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
- 08 Jan 2010, 19:50
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
As far as I can tell each height map pixel controls height of a single vertex. Yes, it's quite possible I made it more complicated than it really is. Maybe the heightmap[x,z] is the vertex rather than the point between heightmaps. But the result is the same. The x,z values of the vertex are fixed. ...
- 08 Jan 2010, 15:28
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
Not sure I completely answered your question. Since MM works completely on height map data (also with normal vectors for MM7, not sure about MM6--my 3d graphic skills are poor, and I'm still figuring the graphic stuff out), we probably would limit the editing to changing the height map and normal a...
- 08 Jan 2010, 14:50
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
All these sounds very interesting. Although I didn't understand most of them...haha. Thanks for your hard work, I wish I had the knowledge helping you. Cheers! :) Be careful what you wish for. You might not be able to help by decoding file formats or programming 3d views, but we have plenty of work...
- 08 Jan 2010, 13:21
- Forum: Might and Magic
- Topic: The Chaos Conspiracy has been released!
- Replies: 942
- Views: 660747
- 08 Jan 2010, 12:22
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
How does the editing work? Per vertex/edge/poly? Since it would be very easy to use greyscale heightmaps for importing something like that. Not sure I completely answered your question. Since MM works completely on height map data (also with normal vectors for MM7, not sure about MM6--my 3d graphic...
- 08 Jan 2010, 12:16
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
- 08 Jan 2010, 02:55
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
I won't promise this will all happen right away, but the platform I'm building it on is perfect for this type of project. It already provides every api you'd want for an editor, including built-in tutorials :) Here's another open source level editor project using the same techology: http://farm4.st...
- 08 Jan 2010, 02:18
- Forum: Might and Magic
- Topic: How about a MM GUI-driven map generator?
- Replies: 31
- Views: 8954
Re: How about a MM GUI-driven map generator?
It would sure be nice to have a GUI-driven MM map generator . I've been able to generate 15 new maps and associated mini-maps using custom-generated C-code and 'mas' hand-tweaking. But it would really be super if someone would take the binary-database info that I have and transform it into a GUI in...
- 08 Jan 2010, 01:29
- Forum: Might and Magic
- Topic: Color Palettes
- Replies: 36
- Views: 16085
Re: MM8LevelEditor image import palette handling
The only major problem that I have encountered in the editor occurs when rebuilding the SPRITES.LOD file. After extracting ALL from a modified file and then importing ALL into a 'virgin' SPRITES.LOD, only the graphics are imported and the local 'header' info remains unchanged. If an oversized sprit...
- 07 Jan 2010, 17:35
- Forum: Might and Magic
- Topic: Color Palettes
- Replies: 36
- Views: 16085
Re: MM8LevelEditor image import palette handling
Mike, I've constantly and reliably imported (for replacement) sprites and sprite-sets that have different sizes from the original using the MM8LevelEditor for our MM6-based TCC game. I've never encountered any problem whatsoever. FYI ... BDJ Thanks for the info. I don't know why it happens in some ...
- 07 Jan 2010, 04:57
- Forum: Might and Magic
- Topic: Color Palettes
- Replies: 36
- Views: 16085
Re: MM8LevelEditor image import palette handling
The MM8LevelEditor is able to reliably Import and Export any and all LOD-related files including .TGA.BMPs, .SPRITE.BMPs, .PCX formats, .SMK videos, et al. I've successfully done this dozens (if not hundreds) of times without problem or incident. BDJ[/size] Well, there have been some reports of bug...
- 01 Jan 2010, 20:19
- Forum: Might and Magic
- Topic: Arcomage 0.3
- Replies: 58
- Views: 24035