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572363 Posts in 510035 Topics by 8218 Members - Latest Member: zaq003 October 17, 2019, 11:02:37 am
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Nox Forum  |  Nox  |  Downloads  |  Nox Sources
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Author Topic: Nox Sources  (Read 32697 times)
superjackfromeurtha
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Nox mapmaker..


« on: March 27, 2011, 11:05:01 am »

Eh, the map editor from http://www.noxhub.net/Downloads/NoxTools.zip is down, sadly.
There's still a version of it here. http://zoaedk.noxforum.net/NoxTools.msi
And even NoXWorld.ru has hosted a mirror of it: http://dl.noxworld.ru/NoXEdit/NoxTools.rar
Not to forget: The updates for the editor are at http://www.noxhub.net/updates/noxtools.zip
Also, some tools for map editing are NXTools, generators and crap. I put NXTools as attach.
There's of course also NXModsuite. http://www.noxhub.net/Downloads/NxModSuite.exe
Siberian string table editor. http://files.planetcnc.ru/sg/text/SSTEditor.rar
Dunno if that's a russian version.
Maps: http://www.noxhub.net/shady/Test/Maps/ShowTable.php
An old compilation of good custom maps through the times.. (There are like the double of that now)
http://user.xthost.info/horrendous1/DecentMaps.zip
I also uploaded a shitload of trainers somewhere. Here:
http://www.2shared.com/file/7wzn5EbU/part1.html
http://www.2shared.com/file/WlWhMeqj/part2.html
http://www.2shared.com/file/KkpQvOif/part3.html
Also, if you have to reinstall WOL but don't have the installer anymore, then here.
http://zoaedk.noxforum.net/files/WestwoodOnline.exe

Have fun

 
« Last Edit: March 27, 2011, 04:45:43 pm by superjackfromeurtha » Logged

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Maccusweil
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« Reply #1 on: March 25, 2012, 02:14:42 am »

The link for WOL is telling me the file is corrupt please try again. I need me some WOL so I can MP it up. Perhaps I can just find my multiplayer for a friend CD. It should have that on there I would think
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Morden Tral
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« Reply #2 on: March 25, 2012, 03:12:43 am »

www.noxhub.net/Downloads/WestwoodOnline.exe
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« Reply #3 on: March 25, 2012, 03:52:11 am »

Is there a method to downloading this zip because when I hit westwood button in game it says it's not downloaded on this computer when it is.
Posted on: March 24, 2012, 11:44:10 PM
I got it working. I'll see you guy in game! Thanks
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Perfect
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« Reply #4 on: September 19, 2012, 06:28:40 pm »

Some tie ago I created a program. It helps people in generating modbox for different objects.
Coming up in next version: NPC, Colorlight(simple), Mover(fix). Feel free to download.

Download MapTools 1.2 free no registration no cc.
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Morden Tral
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« Reply #5 on: September 19, 2012, 06:34:22 pm »

That is not needed in the least, you can incorporate mod box generation for an item directly into the map editor by editing the objects script file.

They are simply .txt files using a little script syntax to declare the format of the mod, i'm also fairly sure that movers and colorlights and NPCs are already included and finished in it....


It would be a better use of your time to map the .txt files detailing objects that aren't already supported and give them to me to upload and add to the patchers file list.

*Edit*

For instance here is what happens when you open an NPC -> click Edit Mod -> Select his hair color

You can see where only one of the scripted events are named currently (needs more work on the npc mod file) and some of the data is simply voided out because it has no known use right now. Only the known properties (at the time it was created) are named and editable, the rest are given default values.

The system was made in order to have regular users complete the library but they never did, same as the script functions editing and the tile colors (although the tile colors were completed by a nice community member).

« Last Edit: September 19, 2012, 06:50:27 pm by Morden Tral » Logged

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« Reply #6 on: September 25, 2012, 09:25:03 am »

i'm also fairly sure that movers and colorlights and NPCs are already included and finished in it....
Nopeh Grin
NPC is not fully decoded, Mover is almost decoded, Colorlight is still a mystic object.
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Morden Tral
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« Reply #7 on: September 25, 2012, 12:27:39 pm »

"Included" then, go and finish them, the syntax I made is pretty darn easy to use.

I made examples of a lot of scripts, if they were completed then they could even be translated into other languages as well.
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« Reply #8 on: September 25, 2012, 01:50:05 pm »

actually yea, i still use that feature of map editor. thenks, mord
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« Reply #9 on: September 25, 2012, 03:02:58 pm »

I meant the mod editing scripts, the map editor is currently fully able to support every item in the game. It just has to have some work put into translating the hexidecimal.
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« Reply #10 on: September 25, 2012, 06:42:03 pm »

I know, i have already been using them. Wink
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Morden Tral
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« Reply #11 on: September 25, 2012, 07:22:44 pm »

Ah, well any that you have created for yourself can be shared with me and set up into the map editors auto update system.
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superjackfromeurtha
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Nox mapmaker..


« Reply #12 on: September 26, 2012, 11:34:01 am »

I also noticed that creature modboxes all seem much like each others. For example, I use NPC modbox editor for creatures, too.
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Morden Tral
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« Reply #13 on: September 26, 2012, 12:17:49 pm »

Yup, all creatures and monsters have pretty much the exact same mod (based on the same class), in fact i'm pretty sure that I remember that you can swap a byte in them and get the shopkeepers inventory as well.
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superjackfromeurtha
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Nox mapmaker..


« Reply #14 on: September 26, 2012, 03:11:00 pm »

By the way, have you seen this article on the Map Editor on the Wiki I once started? It's pretty good.

http://nox.wikia.com/wiki/Map_Editor

http://nox.wikia.com/wiki/Map_Editor_Scripting
« Last Edit: September 26, 2012, 03:14:07 pm by superjackfromeurtha » Logged

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