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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 01, 2011 07:43 PM |
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Quote: There is no way to make a Witch Hut give a particular skill using the map editor tools.
A sort-of related Question. I went to take a look at a witch-huts properties thinking maybe I had missed something. When looking at the 'shared' file folder, another folder w/ some other options like 'music' etc opens up.
Here's the Question;
Have you found anything of value (i.e. a selection that works) in that "file-tree", right side window, for any objects?
So far, anything there seemas a matter for scripting and I just want to verify with you since I know you are more experienced with areas that need to be scripted.
Thanks
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rdeford
Known Hero
Wyld Mapper
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posted May 02, 2011 12:17 AM |
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Quote: Here's the Question;
Have you found anything of value (i.e. a selection that works) in that "file-tree", right side window, for any objects?
So far, anything there seemas a matter for scripting and I just want to verify with you since I know you are more experienced with areas that need to be scripted.
Well, I haven't done any H5 map making for a few years now, so my memory is fading. But, as I recall, it is possible to change the size of an object, change its appearance (e.g., Witch Hut that looks like a monolith, etc., by fooling around with that shared property tree. However, there is a danger to doing so. It turns out that modifying anything in the shared properties changes every object of that type on your map. Not only that, as long as that modified map is in your H5 Maps folder it will change every object in every other map in your H5 Maps folder, and do the same for anyone who puts your map in their Maps folder. In other words, changing an object's property values in the shared property tree is actually modding the game, not just the map you do it in.
There is a safe way to do it, though. It involves cloning the object and giving the clone a unique name, then modding that clone's shared property values. The net result is that only those maps where you place the clone with be affected, while the maps that have the original object will remain unaffected. There is a good write up on how to do the cloning in the CH forum, and likely this forum as well, but I don't remember the where. Oh, over in CH I think that Grumpy Old Wizard gave the first set of instructions, then Franzy did a second one. This information should help you do a search.
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El_Chita
Known Hero
Actually, my name is El Chita
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posted May 02, 2011 02:46 PM |
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Well, if you already know how to script, why don't you just copy the script from fiurs map? I'm sure he won't mind.
btw, I don't know about the Witch Hut, but what you can definitely do is create for example a spell shrine with a Lvl.5 Spell. I tried that and it works pretty well, even without scripts.
Quote: Not only that, as long as that modified map is in your H5 Maps folder it will change every object in every other map in your H5 Maps folder, and do the same for anyone who puts your map in their Maps folder.
Just create a new object, where is the problem ?
Quote: There is a safe way to do it, though. It involves cloning the object and giving the clone a unique name,...
No, you can just copy the file into another folder, for example you create somewhere a new one and name IlikeDonuts and copy the file (Model, Object, ParticleINstance, it doesn't matter) into the new folder. That's a safe method, trust me.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 02, 2011 02:57 PM |
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Quote: Well, I haven't done any H5 map making for a few years now, so my memory is fading. But, as I recall, it is possible to change the size of an object, change its appearance ... Not only that, as long as that modified map is in your H5 Maps folder it will change every object in every other map in your H5 Maps folder, and do the same for anyone who puts your map in their Maps folder.
I am glad I asked you about this. I've found related things that have to be avoided but I knew nothing about that deeper file structure. .i.e Using the copy and paste function for "signs" Putting in text in the last of several pasted, changes all placed signs to that last entered text. With that "all maps" issue, I'm not going there.
I had a hope that maybe some selections in the trees of some objects might actually "work" w/o scripting, say, like the picking what spell appears in a spell shrine. I just discovered that a couple of months ago.
Btw, do you know how to set the "Random creature dwellings" to match whatever a random town becomes at map start-up? I've tried what I've been told and nothing works. I've set them to a towns {X,Y} location and then that creates a new folder in the shared folder and I select that new line but the dwelling still comes up random and only will match the town by luck.
As always, thanks for sharing.
____________
"Do your own research"
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rdeford
Known Hero
Wyld Mapper
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posted May 02, 2011 06:12 PM |
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Quote: Btw, do you know how to set the "Random creature dwellings" to match whatever a random town becomes at map start-up? I've tried what I've been told and nothing works. I've set them to a towns {X,Y} location and then that creates a new folder in the shared folder and I select that new line but the dwelling still comes up random and only will match the town by luck.
As always, thanks for sharing.
First, you must have a least one random town on the map. Then place a random dwelling of the level you desire. Then select the dwelling and press the space bar to open up its properties screen. Click on the Random Type tab. Then use the Like Town drop down list to link that dwelling to a particular random town. (There are X/Y coordinates to help you identify which town you are linking to.)
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Mage of Soquim
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rdeford
Known Hero
Wyld Mapper
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posted May 02, 2011 06:16 PM |
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Quote: No, you can just copy the file into another folder, for example you create somewhere a new one and name IlikeDonuts and copy the file (Model, Object, ParticleINstance, it doesn't matter) into the new folder. That's a safe method, trust me.
OK, this is indeed the process for creating a safe clone to work with. Thanks Marhuur for sharing.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 02, 2011 08:31 PM |
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Edited by markkur at 20:36, 02 May 2011.
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Quote: First, you must have a least one random town on the map. Then place a random dwelling of the level you desire. Then select the dwelling and press the space bar to open up its properties screen. Click on the Random Type tab. Then use the Like Town drop down list to link that dwelling to a particular random town. (There are X/Y coordinates to help you identify which town you are linking to.)
I've tried this before and all looked perfect in the drop down but the dwellings did not match the towns, even though the {X,Y}s were verified correct. Surely doing 4 random towns with all 4 dwellings for each would not matter? Thanks again Rdeford, I've put this in notepad, I'll give it a go again. Sometimes, the editor will do crazy stuff as you know. As in; being active too long and it needs put to sleep for a moment and re-awakened.
Edit= Forgot, the tip was from El_Chita. Not too likely, that I could help the two of you with this detailed stuff.
____________
"Do your own research"
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rdeford
Known Hero
Wyld Mapper
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posted May 02, 2011 10:24 PM |
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Quote:
I've tried this before and all looked perfect in the drop down but the dwellings did not match the towns, even though the {X,Y}s were verified correct. Surely doing 4 random towns with all 4 dwellings for each would not matter?
I just fired up the H5 TOE editor again and made a tiny test map with four random castles. I linked four random dwellings to one of them, and a couple of random dwellings to each of the others. I opened the map in the game and all the dwellings matched their respective castles. I suppose it's possible that something else in your map is goofing up the linkage somehow. I don't really know. H5 is a very complex system with the potential for unanticipated map configurations. You might wish to try making a tiny test map to test your technique. I used to do that all the time.
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Mage of Soquim
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 02, 2011 10:34 PM |
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[quote{ You might wish to try making a tiny test map to test your technique. I used to do that all the time.
I could have a corrupted file. I'll try your idea. Thanks Rdeford
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sisu
Tavern Dweller
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posted May 03, 2011 12:24 AM |
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Quote:
Quote: Thats what i do.
I assign 3 teams. 2v2v2
but when i start game it says 4v1v1...
I've found the teams tab to be a little buggy at times, try changing it a few times. Just make sure the dot next to the name is what team they should be on, and make sure to save it as mentioned above.
If it looks like that won't work you can still change the teams manually in the map properties if you're up for the challenge.
>Click View and go to the Map Propterties Tree. This should bring up a list of properties on the left.
>Click on the "players" list that is somewhere in the middle.
>Expand the list by clicking the plus symbol and you will see a list of all 8 players and their settings. Take note that [0] in this list is actually Player 1, [1] is Player 2, etc.
>Open the properties for each player you want to edit (Probably 0 through 5?) and you will see the "Team" property. Just change that number to what team you want the player to be on. Again, "0" is team 1, "1" is team 2, etc.
Hopefully that will work for you!
Hey this worked perfectly, thanks!
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 03, 2011 03:46 PM |
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@ Rdeford
What a head of stone I can have at times. Goodness.
What I was doing wrong before was trying to 'link' in the map properties section; (advMapTown) and all that, thinking it was another case of the overly complicated Editor. The fact that this was H3 like, never dawned on me. Thanks again.
Btw, this info goes into my "beginner's guide"; so, in the future, you've helped more than just this ol' thick-headed mage
I owe you again. If you ever decide to get into map-making in H5 again and need some grunt-work done...just ask.
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rdeford
Known Hero
Wyld Mapper
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posted May 03, 2011 05:58 PM |
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Quote: I owe you again. If you ever decide to get into map-making in H5 again and need some grunt-work done...just ask.
I don't think I'll do any more H5 maps. I am sort of burned out on the game and making and debugging a scripted story map like I love to make takes a LOT of time, much more time than I desire to put into it these days.
H6? Well, that's another story! I am looking forward to H6. "They" are bragging that the editor will be much easier to use for ordinary mortals (as opposed to computer programmers and hackers). I was able to do H5 scripting only because I am a hobby programmer, but it took me a lot longer to teach myself LUA (the H5 scripting language) and lean how to use it than it would a professional. I will do it again for H6, but I hope it will be easier.
Hopefully you will get into H6 map making. Maybe then it would be fun to collaborate. Keep in touch, eh? You can reach me easily by email. See www.dragonfarm.us for contact details.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 03, 2011 07:54 PM |
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Quote: Hopefully you will get into H6 map making. Maybe then it would be fun to collaborate.
I 'm a big fan of HoMM so there is no way I will not give it a test-drive. I too look forward to an "expected" return to a very good editor. It seems that the Editor in 6 will be what 5 should have been following 3&4, so I understand you leaving H5 alone, even moreso when I know that it's "old hat" to you. I started getting serious with H5 way-after most mappers. However, as difficult as 5's is, I still love to create maps with it and have lately been making some fun maps. It just took some time to find the needed method.
I have another hope in what "Q" has said about his "5.5 E.E."; I hope that both will be good and provide some differences and both be a lot of fun. His future plans also involve re-working the Editor. So, there could be a lot of good-stuff down the road for us.
Keep in touch, I can easily do w/o any instructions Collaborating on a map sounds very good to me.
____________
"Do your own research"
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UchihaSasukePa
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posted May 17, 2011 10:32 PM |
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Hi. I am quite new to Heroes V map making and I don't know the standards of content to be used. What I mean is I want to make a map but I don't know what type of content should be in the map. The map is the biggest size and has a underground level. A river cuts through the middle of the map disabling the characters to go through. Spell such as the character teleportation is disabled. In the underground there will be a Garrison for each player with some already placed units. The towns are: Dungeon and Necropolis. There will be a 2-way portal underground too. The only thing with that is I don't know what type of items I need to place. By items I mean: Arena's, Mines, Sawmills. I am not sure how many of them would a good map contain without going over the limit. I would really like to make a map that would be enjoyable in multi-player mode since everyone wants something challenging. I am also not sure what type of monsters to use to guard each of the mines, arena's etc, etc,... Please help.
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 18, 2011 12:40 AM |
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Edited by markkur at 02:15, 18 May 2011.
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Quote: The towns are: Dungeon and Necropolis. There will be a 2-way portal underground too. The only thing with that is I don't know what type of items I need to place. By items I mean: Arena's, Mines, Sawmills. I am not sure how many of them would a good map contain without going over the limit. I would really like to make a map that would be enjoyable in multi-player mode since everyone wants something challenging. I am also not sure what type of monsters to use to guard each of the mines, arena's etc, etc,... Please help.
Welcome to H5 map-making.
Here's my version of a avg. starting place.
Near each faction:
For every faction that I place on a map, I will place Wood and Ore near their town, Gems, Mercury Sulphur and Crystal a short distance out. A level 1 spell shrine, 'witch-hut", some luck or moral bonus, and 1 or 2 "Dolmans"also very near the town. From there I will "move out some" maybe twice the distance on roads and off for the following: Abandoned mines, Gold mine, one each of +1 level-up buildings,
Between the factions then you can place the +2 stuff like Arenas or Universities. Another gold mine. Artifact market and really anything else you have not placed yet. Depending on your available room.
Guarding objects:
A rough guide (easy start): (all Random boxes)But you can choose specific faction creatures to guard their enemies mines etc. Just know the creature's level and leave the # random.
level 1 random = Wood and Ore. 1st tier creature dwelling for the faction
level 2 random = 4 basic resources, 2nd-tier creature-dwelling
(note 1 or 2 of the same resouce with the each mine but "a really fast start usually means 3 wood or ore when capturing "pits or sawmills")
level 3 random = Mills, lvl-2 spells,1st witch-hut, 3rd tier creature-dwelling
level 4 random = 1st +1 spell power and knowledge or +1 att. or def., Stables
level 5 random = "school of magic",1st "Tree of Sylanna", 2nd witch hut, shipyard, level 3 spell, "minor artifact", "dwarven warren" or more "another resources mine for the faction eg. mercury for necros " but in neutral zones"
level 6 random = "Gold mine", "major artifact, roadway to a "new neutral area",
level 7 random = Relic artifact, road to a faction's area, 2nd Tree of Sylanna, "memory mentor", "spell seller"(sorry,forget the name), Cartographer, "more gold mines"
(tip: if you have A.I. players, goldmines will normally generate a lot of activity.)
Note: Do the "flank the sides of the guarding monsters with 1-4 treasures" like you see on most maps.
<IMO> more "anything" should be much better guarded.
That's a start. Keep in mind that you can make things easier or harder by going up and down the levels. And soon you will have your own formula for what you like best.
One other note: How much "free-treasure" you place really affects the game, so find your own balance there too. I put "some" out but if you put those random boxes everywhere, then there is no need to take mines, so be sparse with the "random resource box" and only 3-5 "chests" near a town is good for the gold or exp.?
If you still have questions, just ask. Good luck, Markkur
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UchihaSasukePa
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posted May 18, 2011 06:34 PM |
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Cheers mate. That really helped. For a person like me who has no knowledge of map making it really is useful. It can also help me a bit with my small project of a RPG game, to make maps. I owe you one.
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UchihaSasukePa
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posted May 18, 2011 07:56 PM |
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I will include you in the map description . I will put: Quote: Special thanks to Markkur from heroescommunity.com for his hints and tips for map making.
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UchihaSasukePa
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posted May 18, 2011 10:11 PM |
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I have another question. You know those crystals that shine underground. I can't seem to make them work. They are there but don't lit. Please help.
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rdeford
Known Hero
Wyld Mapper
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posted May 19, 2011 12:07 AM |
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Quote: This might sound silly, but I can't really seem to find the eraser.
Not silly at all, a little tricky in fact. I haven't used the H5 editor in years, but as I recall, you must use the same eraser tool for the terrain you wish to work in. For example, you are in snow terrain with a cobblestone road. First, go to the tile set with cobblestone road in it. Then select the cobblestone tile, then click on the ERASER button. Then left-click and hold while scrubbing the road. Then, go to the snow tile set, select the terrain tile that matches the particular snow terrain you wish to erase, click the ERASER tool, then click and hold while scrubbing away the terrain you have selected to erase.
Hope this helps,
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Mage of Soquim
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markkur
Honorable
Legendary Hero
Once upon a time
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posted May 19, 2011 03:29 PM |
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Edited by markkur at 15:40, 19 May 2011.
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Quote: I have another question. You know those crystals that shine underground. I can't seem to make them work. They are there but don't lit. Please help.
Click on my link at the bottom of this post. I have a long scribble about "Point-lights" there and a little more you may find useful.
Edit: Hmmm, it's not showing atm? here it is.
http://heroescommunity.com/viewthread.php3?TID=33887
Lighting is one of my favorite aspects of map-making because it can impact the "feel" of an environment. The right settings can seriously effect a chosen area in either a subtle or dramatic way. I need to add a little more to that section since I continue to occasionally find new "XYZ"-settings for a given purpose . And FYI, I had this same trouble when starting out. I placed the crystals everywhere, choosing all colors and it made no difference?! Yup, now I might need shades.
Thanks for your questions. I realize that I need to include a couple of more things in my "guide". No need to give me credit, your thanks was more than enough and as you can read; it helps me improve the guide.
1."Ambient lighting" (the 'skydome' as I've recently read it called...thanks Cepheus) impacts your chosen colors (the colors are already covered in the guide)and how strong they are. There are many poorly named "files" that you can pick from. I will make a short list of some good ones and post them in that section.
2. @ Rdeford. It may have been while my friend but you've not forgot. I did not even mention the "eraser" in my effort to help those starting out. Glad you responded. Sheesh, there is a lot in a "good-start".
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