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Thread: Making Female Heroes Models | This thread is pages long: 1 2 · NEXT» |
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wraithchilde
Tavern Dweller
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posted August 23, 2007 12:13 AM |
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Edited by sfidanza at 01:03, 16 Oct 2007.
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Making Female Heroes Models
Hi folks
A few of you might recognize me from other forums. I'm an adamant gamer and modder who mostly likes to do models and skins. That's my little introduction. On to what this post is really about.
I'm enjoying playing and messing with this game but I was a little disappointed (and possibly shocked) when I realized that Ylthin (Itil) could place high in a Mr. Universe contest with her biceps alone. So I set out to change all that. It took me a while to work through the layers of files to change for just one hero. Mostly because I'm an idiot and like to figure things out rather than read tutorials and whatnot.
I guess my point is that I wanted to share, but not if someone else has already done all this. I did a forum search but after finding posts like "How to pick up girls" and similar nonsense, I stopped looking. So I don't actually know if it's been done to death or not.
If anyone is interested I can post some pictures and details. If not then I'll just crawl back into my hole.
Moderator Note: Thread title edited, as "Emasculation of Female Heroes" wasn't real fitted.
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roy-algriffin
Supreme Hero
Chocolate ice cream zealot
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posted August 23, 2007 12:22 AM |
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Sounds interesting but you didnt exactly mention what you did exactly.
if you have a change of heart theres quite a few good modding guides arund here
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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 23, 2007 03:03 AM |
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pictures please!
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How exactly is luck a skill?
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wraithchilde
Tavern Dweller
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posted August 25, 2007 12:43 PM |
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I realized I didn't explain exactly what I did a few hours later, but then I figured you guys would know if anyone significantly changed the appearance of heroes already. But maybe not. So I'll explain now.
I used some of the models in the game along with some textures that I modified to give each faction a different appearance for female heroes. Specifically I used the Freyda model (with some of Isabel's animations) for female knights, the succubus with modified texture for Inferno heroes (and Biara's model for some), the sprite for elf heroes, the sprite with a different texture for wizard heroes, and lastly the blood maiden/witch (I wish devs would have been consistent with the friggin names) for female necromancers. I wanted to the use matron but she walks too slow. Could you imagine walking across the whole adventure map at that pace?
[url=http://webpages.charter.net/rcaruso5851/Images/hmm1.jpg]HERE[/url] is a link to some pictures of them.
The sprite and maiden are a little small compared to the rest but there's nothing I can do about it. I was hoping to find a scale property in one of the files but no such luck. And the model files apparently don't exist. At least not with the names that are used in the xml files.
I was essentially offering to write up how I did it. I suppose I could just zip it up and let folks download it, but a few of them may be inappropriate for some players (as is pretty much everything I do).
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 25, 2007 03:53 PM |
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Explanation would be nice.
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How exactly is luck a skill?
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The_Gootch
Honorable
Supreme Hero
Kneel Before Me Sons of HC!!
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posted August 27, 2007 04:02 PM |
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Emasculate Female Heroes?
Let's see.
Are they being deprived of their strength? Virility? Uh, are they being castrated?
No?
The only thing it looks like you're depriving them of is their clothes.
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FlashbackJon
Tavern Dweller
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posted October 11, 2007 05:31 PM |
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And here I thought this thread would be about female models for Heroes that currently show up as their male counterparts - has anyone done anything like that?
I saw a link in a thread a few pages down for a mod that gave each hero a model, but the link was b0rk3d.
EDIT: Oh, and I see GotP is doing it as well! Good to know.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted October 12, 2007 07:44 PM |
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What's wrong with depriving female models of their clothing?
Mind you, female hero models are definately needed. It makes so little sense playing with Ythil or Arwyn and having a muscular male elf model as your hero in battles....
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Serpent2
Famous Hero
Overlord of Tililea
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posted October 14, 2007 10:27 PM |
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Looking at the pics...
You do realise that emasculation is different from undressing don't you?! Though maybe the succubuss model lloks better having nipples.
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Forgive my spelling!:<
[URL=http://www.ff-fan.com/chartest]Which Final Fantasy Characte... too long to display...
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uncreative
Tavern Dweller
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posted October 15, 2007 07:20 AM |
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Back about a year, before I stopped playing in favor of other games and spending time with my wife, there were a few mods to completely change the model for every hero in a faction. I suppose they didn't have their breasts out, but it would seem more useful to use those instead of awkwardly sized, nude females. As an aside, there was also a nude patch which made all the female models, well, nude. That might satisfy the drive for nipples.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted October 15, 2007 07:38 AM |
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*grins* Where would we find this nude patch mod?
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted October 15, 2007 07:52 AM |
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Creative I will give you that. I am sure there are plenty of people who would be interested in the mod. Not my taste, but to each their own.
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Message received.
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uncreative
Tavern Dweller
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posted October 15, 2007 07:26 PM |
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last time I saw the mod, it was on elrath
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SwampLord
Supreme Hero
Lord of the Swamp
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posted October 15, 2007 11:30 PM |
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Quote: What's wrong with depriving female models of their clothing?
Mind you, female hero models are definately needed. It makes so little sense playing with Ythil or Arwyn and having a muscular male elf model as your hero in battles....
Yes, that always bothered me. Good to hear GotP is working on it.
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They can take my swamp, they can take my town, but they will never take my FREEDOM!
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted October 15, 2007 11:32 PM |
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In fact, we're making a seperate appearance for each and every hero in the game, including new ones we add.
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sfidanza
Promising
Supreme Hero
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posted October 16, 2007 01:06 AM |
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wraithchilde, if you're still around, you can write these explanations you were talking about. Some mods use new models for heroes, but a good explanation about how to do it is still missing, and would be welcome.
Just keep the explanation for any public please, so avoid x-rated images.
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SwampLord
Supreme Hero
Lord of the Swamp
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posted October 16, 2007 01:21 AM |
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Quote: In fact, we're making a seperate appearance for each and every hero in the game, including new ones we add.
Finally. I can't figure out why they never did that in the actual games.
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wraithchilde
Tavern Dweller
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posted November 04, 2007 01:39 PM |
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Edited by sfidanza at 23:29, 04 Nov 2007.
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I apologize for not doing this sooner. I was laid up for a while after an apendectomy and then got insanely busy with work. That's the way life is sometimes.
Anyway, I sat down and wrote this thing. I put it in a text file because I was pretty sure the XML tags wouldn't come through properly, but I didn't test it.
The file describes both the easy method (for heroes that already have a female model available) and the hard method of using a monster as a hero character.
[url=http://webpages.charter.net/rcaruso5851/files/HowToHeroesV.txt]The file is here[/url]
---[Moderator addition: the text is below]------------
This tutorial written by Wraithchilde (the_wraithchilde@yahoo.com) as an example of how to make a unique hero for Heroes V.
The first method, if the race already has a female model, like Dungeon or Haven, is really simple. All you have to do is change the hero file (I'll exmplain later). The second method will allow you to, essentially, use any creature appearance as a hero. I use only the females because I'm a perv, but if you understand it you'll be able to use anything.
The first thing you have to do is find the hero you want to modify. In this example I'm going to use a Dungeon female hero (even though there is already a female model for Dungeon) because it's the easiest to explain. Note that when I say "data", as in "data/MapObjects/Dungeon", it means you have to open the "data.pak", which is essentially a zip file, and find those subfolders.
FIRST METHOD
You can easily use "Shadya" for any female Dungeon hero quite simply. he hardest part of this is figuring out what the hero's friggin name is! Let's pick Yrbeth (Almegir). So the file we want to work with, for example, would be:
data/MapObjects/Dungeon/Almegir.(AdvMapHeroShared).xdb
Open the file (it's a text file) and you'll find lines that look like this:
<HeroCharacterArena href="/Characters/Heroes/Warlock.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee/>
<HeroCharacterAdventure href="/Characters/Heroes/Warlock_LOD.(Character).xdb#xpointer(/Character)"/>
Now open Shadya (Kelodin), data/MapObjects/Dungeon/Kelodin.(AdvMapHeroShared).xdb, and look for the same lines:
<HeroCharacterArena href="/Characters/Heroes/Shadya.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee/>
<HeroCharacterAdventure href="/Characters/Heroes/Shadya_LOD.(Character).xdb#xpointer(/Character)"/>
Now all you have to do is replace those lines in Almegir with the same lines from Kelodin. Save the file on your HD. You'll have to make the "MapObjects/Dungeon" subfolder under the data directory (where data.pak is) and save the file there. You can do the same for all female Dungeon heros.
You can also use, for example, the Isabel model for any female Haven hero by doing something similar. Unfortunately, using Freyda is a little more work, but if you understand the second method you'll be able to figure it out.
SECOND METHOD
This method is a little more complex and I suspect many folks won't want to try it. It requires the modification of 8 files, if you want to modify textures. That's what I did so that's the way I'm going to explain it.
Similarly, find a hero to modify. In this example I'm going to make a female Necropolis hero look like a Blood Maiden. I would use the Matron but they walk so dreadfully slow it would just be annoying on the adventure map. For this example let's use Raven (Effig). So open:
data/MapObjects/Necropolis/Effig.(AdvMapHeroShared).xdb
Now you have to find the creature file, which is easier said than done. First you should make a subfolder (ON YOUR HD not in the zip file!) under "data" to store all the modified files in. I made "data/Characters/Heroes/BloodMaiden" and dumped all the required files in there once I found them. The fact that almost none of the "screen names" match the actual file names complicates the matter tremendously. Why the devs couldn't just use the proper names is beyond me. But anyway, if you poke around you'll find the file we need is:
data/Characters/Creatures/Dungeon/BloodyWitch.(Character).xdb
Copy that file to the directory you made. IN that file you'll find more files we need. So grab these also:
<Model href="BloodyWitch.xdb#xpointer(/Model)"/>
<ArenaAnimSet href="BloodyWitch-arena.xdb#xpointer(/AnimSet)"/>
Now open BloodyWitch.xdb and you'll find more files we need, so grab them too:
<Texture href="BloodyWitch-BloodyWitch.(Texture).xdb#xpointer(/Texture)"/>
<Texture href="BloodyWitch-BloodyWitch_add.(Texture).xdb#xpointer(/Texture)"/>
If you open both of those files you'll see textures we need.
<DestName href="BloodyWitch-BloodyWitch.(Texture).dds"/>
and
<DestName href="BloodyWitch-BloodyWitch_add.(Texture).dds"/>
Okay, dump all those files into the directory you made earlier, if you were paying attention, "data/Characters/Heroes/BloodMaiden". At this point I renamed all of the files. It just made it easier for me to wrap my wits around it. You should have 7 files in this directory now:
BloodyWitch.(Character).xdb
BloodyWitch-BloodyWitch.(Texture).dds
BloodyWitch-BloodyWitch.(Texture).xdb
BloodyWitch.xdb
BloodyWitch-BloodyWitch_add.(Texture).xdb
BloodyWitch-BloodyWitch_add.(Texture).dds
BloodyWitch-arena.xdb
I renamed all the files like so:
BloodMaiden.(Character).xdb
BloodMaiden.(Texture).dds
BloodMaiden.(Texture).xdb
BloodMaiden.xdb
BloodMaiden_add.(Texture).dds
BloodMaiden_add.(Texture).xdb
BloodMaiden-arena.xdb
Now that you've done that, open all of the ".xdb" files and change the paths to point to all of the files in this directory.
BloodMaiden.(Character).xdb
<Model href="/Characters/Heroes/BloodMaiden/BloodMaiden.xdb#xpointer(/Model)"/>
<ArenaAnimSet href="/Characters/Heroes/BloodMaiden/BloodMaiden-arena.xdb#xpointer(/AnimSet)"/>
<AdvMapAnimSet href="/Characters/Heroes/BloodMaiden/BloodMaiden-arena.xdb#xpointer(/AnimSet)"/>
NOTE the addition of the AdvMapAnimSet href here. Creatures have NO AdvMapAnimSet so we need to add that to use them on the adventure map. You'll see what it means when we get to that file.
BloodMaiden.(Texture).xdb
<DestName href="BloodMaiden.(Texture).dds"/>
BloodMaiden.xdb
<Texture href="BloodMaiden.(Texture).xdb#xpointer(/Texture)"/>
<Texture href="BloodMaiden_add.(Texture).xdb#xpointer(/Texture)"/>
NOTE the first entry is on line 6, and the other is on line 43.
BloodMaiden_add.(Texture).xdb
<DestName href="BloodMaiden_add.(Texture).dds"/>
This last file is different. We aren't changing any paths because we're still using the same anims. The thing that must be done here is to add "buff", "cast" and "rangeattack" entries so the model won't freeze up in the arena. Add the items just like the ones that are already there, using the attack anim, which you can see is already there as well.
BloodMaiden-arena.xdb
<Item>
<Kind>buff</Kind>
<Anim href="/Characters/Creatures/Dungeon/ShadowWitch-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>cast</Kind>
<Anim href="/Characters/Creatures/Dungeon/ShadowWitch-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>rangeattack</Kind>
<Anim href="/Characters/Creatures/Dungeon/ShadowWitch-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
Almost done! Save all the files. Now copy Effig (Effig.(AdvMapHeroShared).xdb) to you HD under "data/MapObjects/Necropolis/". Open the file and change these lines to point to your new hero character.
<HeroCharacterArena href="/Characters/Heroes/BloodMaiden/BloodMaiden.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee/>
<HeroCharacterAdventure href="/Characters/Heroes/BloodMaiden/BloodMaiden.(Character).xdb#xpointer(/Character)"/>
NOTE there is no HeroCharacterArenaMelee. That means this hero can't be used, for example, with a hero that does a melee attack, like Isabel. Isabel has a separate melee animation. It's not a big deal since only Haven heroes use melee attacks and there is already a female hero for them. If you want to change the textures for Haven females you know how to find them and to make your own hero character by following the steps above.
If you want to change the textures for you new BloodMaiden hero just edit the dds files in the data/Characters/Heroes/BloodMaiden/ directory.
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sfidanza
Promising
Supreme Hero
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posted November 04, 2007 11:37 PM |
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Nice explanation, wraithchilde.
I've pasted your text in your post, to make it more directly accessible. The xml tags are no problem.
I have a few comments:
- once your mod is done, you can package it in a zip file, change the extension to .h5u and place it in your UserMODs/ folder (and share it).
Quote: Why the devs couldn't just use the proper names is beyond me.
Which names do you suggest they used? The russian ones? english? french?... More importantly, the final names were chosen late in the dev process, so they had to use codenames until then (that's why a lot of items have IDs resembling H3/4 names, because that was the base at the first stages of development).
And, obviously, the devs are not native english speaker, and there are a lot of misspellings in the internal paths.
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wraithchilde
Tavern Dweller
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posted November 06, 2007 06:20 PM |
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I hope someone finds it useful.
Quote: Which names do you suggest they used? The russian ones? english? french?... More importantly, the final names were chosen late in the dev process, so they had to use codenames until then
While I'd be tempted to say the second reason shows a lack of planning, I would certainly have to agree that different language versions can cause difficulties. Sometimes I forget not everyone speaks english as their first language and apologize if my stupidity offended anyone.
On the other hand, how would you explain this file name?
pasted__pasted__pasted__pasted__Add_stuffs_lambert.(Material).xdb
By the way, are you really an AOH dev? Not that I don't believe you, but this would be the first time I've even seen a community forum where one of the devs is an active member and moderator. I'm impressed.
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