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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 03, 2008 04:39 PM |
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Well, I want to make the blade dancer invisible while running and attacking, but the rest of the time to be visible. During running/attacking I would like to have the wolf model visible as an effect.
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Kronos1000
Promising
Supreme Hero
Fryslân Boppe
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posted January 03, 2008 04:52 PM |
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I see a werewolf well that's possible, first you need a blank .(Model).xdb how do we do that that's pretty simple just copy a Model file from the data.pak file to your MOD and remove all the Materials and Skeleton and Geometry files now use the Editor, make sure the profiles/editor_a2.cfg has Editor Mode 9 (Or any number unequal to 1) Now create a new Map and go to Resource - Select Tables and tick the Effect box. Now go to View - Game Database - Game Database Window 0 and go to Effect create a new effect file let's just name it WerewolfIdle00.(Effect) add a ModelInstance and create a new one now load the Blade Dancer's Model and the Idle00 Animation hopefully you can find it. Now create more effects for each Animation and select the Wolf's Model and Animations for the Move one. Now comes the tricky part assigning the Effect to the Animations. Create a new AnimSet File and assign BasicSkelAnim files to them link the effects and add the desired sounds. Now your Model and Animation files are ready all that's left is a Character file you cannot create one via the Editor so extract one from the data.pak file and make it empty now assign the Blank Model file and your Animation files to it. Put everything in the desired MOD and enjoy your Werewolf
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Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 03, 2008 04:55 PM |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 03, 2008 05:01 PM |
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Edited by Cepheus at 17:01, 03 Jan 2008.
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Side notes:
If you don't see a Resource menu in your editor, don't forget to change the setvar map_editor_mode = 0 line in your editor_a2.cfg file to setvar map_editor_mode = 9 (or any other value, except 0). The .cfg file should be in
C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\profiles
Also, if you want a quick example of how these effects can be used, check this out:
http://www.heroesofmightandmagic.com/heroes5/images/mods/heroes/Haven_Irina-onGriffin.jpg
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 03, 2008 05:13 PM |
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Hi, problem encountered:
Quote: add a ModelInstance and create a new one
How do I do this? What button do I press?
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 03, 2008 05:22 PM |
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To create a new Model Instance, just return to Select Tables, click ModelInstance, choose ModelInstance in the selection box on the left, navigate to a folder, right click then click New Object.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 03, 2008 05:23 PM |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 03, 2008 05:25 PM |
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Don't mention it.
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InfernoX880
Promising
Famous Hero
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posted January 03, 2008 09:30 PM |
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Can someone give me the link to an in-game skill-wheel for ToTE? I could have sworn I saw it around here somewhere...
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 03, 2008 09:54 PM |
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there should be one in your files:
START > Ubisoft > TOTE > Fan Content > Skill Wheel
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InfernoX880
Promising
Famous Hero
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posted January 03, 2008 10:02 PM |
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I know that, but wasn't there one that can be selected and viewed during gameplay?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 04, 2008 12:15 AM |
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Oh, I see what you mean. Try looking on celestial heavens, I think there's a download there.
Also, K1K/Cepheus:
Quote: Now your Model and Animation files are ready all that's left is a Character file you cannot create one via the Editor so extract one from the data.pak file and make it empty now assign the Blank Model file and your Animation files to it.
Could yu elaborate on that a bit? I've never made a new creature before.
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InfernoX880
Promising
Famous Hero
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posted January 04, 2008 12:22 AM |
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Daystar, here's a tip on how to make creatures easily and learn. Download someone else's creature mod, make it a zip file and edit your own files in the same way. I actually used the Undead Cyclops as a basis for making my Crystal Dragon. Again, it's just a tip, so feel free to ignore it.
EDIT: Found the in-game skill wheel
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 04, 2008 12:27 AM |
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Edited by Cepheus at 00:38, 04 Jan 2008.
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Hmm, I guess this means:
1. Enter data.pak/Characters/Creatures
2. Enter any of the folders (Preserve or Rampart is your preference, I think) and extract one of the character files without _LOD in the name (like Dendroid.(Character).xdb)
3. You've already prepared the Model and AnimSet, so remove the Model and AnimSet file paths in the .xdb and replace them so that they link to your own
4. Rename the .xdb to something like Werewolf.(Character).xdb
5. Repeat the previous three steps, this time extracting and editing one of the _LOD-named files (I think this one is for the adventure map appearance)
6. You will have to replace a creature, unless you want to edit the .exe. So enter data.pak\GameMechanics and perform the necessary edits to the files in the Creature and CreatureVisual folders. This is fairly straightforward
7. That's it... I hope
@Inferno: I know you've found it, but for anyone else, the skill wheel mod is here:
http://www.celestialheavens.com/forums/viewtopic.php?t=7338
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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sfidanza
Promising
Supreme Hero
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posted January 04, 2008 12:55 AM |
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 04, 2008 12:57 AM |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 04, 2008 01:15 AM |
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I forgot to add: you will also need to link some of the files together with those in data.pak\MapObjects\(Faction Name).
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 04, 2008 01:58 AM |
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Question that's been bugging me, what does LOD stand for?
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InfernoX880
Promising
Famous Hero
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posted January 04, 2008 02:00 AM |
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Most commonly, Level of Detail, though it does have different meanings.
EDIT: Can someone explain how I can get rid of those strange looking feet of the Angels and their upgrades? I couldn't really figure out how to do it by editing with GIMP...I know something has to become transparent and I don't know what. Would the feet be part of the main skeleton or would they be a seperate image like the sword?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 04, 2008 02:17 AM |
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Edited by Daystar at 02:25, 04 Jan 2008.
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test them individually by removing each texture then reconstituting it, then going on to the next texture. Extract the one that turns the feet red/grey/whatever color it is. Then go to the .dds's alpha in Photoshop/Gimp and change the feet from black to white.
Although I have no room to talk. I have managed to create a creature that has no shape, substance, models, or anything else, yet somehow can be attacked and bleed. I do not know why. Help.
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