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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 ... 18 19 20 21 22 ... 40 60 80 100 120 126 · «PREV / NEXT»
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 23, 2008 12:17 PM

Quote:
If you make each animation the model uses an effect, and double the size of the effect perhaps?


This would probably end up like my Sun Warrior, i.e. it would be impossible to make a moving animation, the creature would just have to slide along (I think, although there might be some settings you could cannily fiddle with to get it working reasonably well...).
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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 23, 2008 12:27 PM

It works for units with a flying animation, esspecially ghosts, genies, and pixies.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 23, 2008 12:39 PM

Ooh really? Interesting. I guess the flying animation doesn't move by itself then, and all the movement for the flying is done by the game? (Did that make sense?)
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 23, 2008 01:19 PM

@Radar:

No matter the simplicity of the method, changing the combat size to 2 works. Also the animations work properly. The creatures become really bigger but not big enough in my opinion.

Quote:
If you make each animation the model uses an effect, and double the size of the effect perhaps?


I don't understand this, I just want to enlarge the model, the same thing that happens when you set combat size to 2. That should not have effects for the working of the animation.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 23, 2008 01:20 PM

Yes, and you're right.  The difficulty is making the animation corespond to the way it moves, which doesn't always work with walking units (see the Shaman for an example)

And I can't belive I'm saying this, but how do I make a custom map work in game?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 23, 2008 01:27 PM

Quote:
but how do I make a custom map work in game?


Place the .h5m file in the Maps folder, if it doesn't exist create it.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 23, 2008 01:37 PM

Quote:
@Radar:

No matter the simplicity of the method, changing the combat size to 2 works. Also the animations work properly. The creatures become really bigger but not big enough in my opinion.



Yes, I know, I just want to mention if you want to make creature taking 2x2 squares on battlefield and having Large Creature ability listed, all you need to do is just change CombatSize tag.

If you want to enlarge creature, IMO the best way to do so is erasing its model, adding creature again as effect and then you can make it even taking whole battlefiled by manipulating Size tag.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 23, 2008 02:18 PM

Quote:
Cepheus, you did learn nothing


Oh thank you very much.  Seriously, I can't be 100% right all the time.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 23, 2008 02:45 PM

Nor can't I But you were sleeping on that lesson!
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 23, 2008 03:16 PM
Edited by Gnoll_Mage at 15:16, 23 Jan 2008.

Quote:
I don't understand this, I just want to enlarge the model, the same thing that happens when you set combat size to 2. That should not have effects for the working of the animation.


I think I am right in saying, that the model itself does not change size when you make the creature a large one, it only changes its combat-field footprint.

Lessons eh?
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WarPriest
WarPriest


Hired Hero
posted January 25, 2008 01:41 AM

i'm having trouble finding the skin for the druid elder, i couldnt find it in the texture folder in the data .pak

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 25, 2008 02:06 AM

For the LOD textures, use the map editor, go into a Druid Elder's shared properties, then model, then each of the materials, and you will find the texture paths.

For the main textures, go into \Characters\Creatures\Rampart\ inside data.pak and open up the HighDruid.(Character).xdb file, then follow the link to the model, then materials, then textures, as before (of course HighDruid_LOD.(Character).xdb will link you to the LOD textures I mentioned in the top paragraph). Hope this helps, ask for more if not.
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Arhaeus
Arhaeus

Tavern Dweller
posted January 25, 2008 10:20 AM

I post this on a wrong topic.
I want to make on a map, some creatures that are invisible to the players, and create some sort of ambush. In the other heroes was the "event" object on map editor.
I found on script documentation the command: IsObjectVisible(playerID, objectName), but I couldn't implement it on the script menu associated with a monster.
Could any one help me?  

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 25, 2008 01:16 PM
Edited by Daystar at 13:16, 25 Jan 2008.

In a script, type


PlayObjectAnimation (objectName, idle00, INVISIBLE)


Replace objectName with the creature you want to do the ambushing's name.  (For names, select the creature, press ctrl+SPACE and look to your left)

Most creatures have idle00 as an animation, but you might have to check.  If it doesn't work take the 00 off.  

INVISIBLE will make the creatures invisible on the adventure map, but will have no effect in battle.  

There is no "Event" in Heroes V, for some reason...
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IT
IT

Tavern Dweller
posted January 25, 2008 01:41 PM
Edited by IT at 14:48, 25 Jan 2008.

Two, questions. I just downloaded the mod for the treant (the one that changes their image to the original one) and realised one of them doesn't have a death animation (the first upgrade) and I was wondering if it is possible to add this to the mod , and how to do it of course.
And also I'd like to know if it is possible to moddify the textures so that the units don't look so blurry (mainly the anger treant) because in photoshop they look OK but in the game they don't (I'm playing with normal quality, I don't know if that's the reason).

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 25, 2008 03:07 PM
Edited by VokialBG at 15:08, 25 Jan 2008.

Quote:

And also I'd like to know if it is possible to moddify the textures so that the units don't look so blurry (mainly the anger treant) because in photoshop they look OK but in the game they don't (I'm playing with normal quality, I don't know if that's the reason).


Try this
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IT
IT

Tavern Dweller
posted January 25, 2008 03:23 PM

Thanks, it was a video-quality issue though, they look wonderful in high quality.
Any thoughts about the first question?

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oscarius
oscarius


Famous Hero
*sleepy*
posted January 25, 2008 04:21 PM

Ok, the master of stupidity is back(me,me,me) Ok were exatcly should i extract it?? in the data folder or anywhere???
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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted January 25, 2008 07:52 PM

Hey! Someone knows about a skill wheel mod that are accessable on the hero menu screen AND! at the level up screen, hate to minimize just to look everytime
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted January 25, 2008 08:42 PM
Edited by VokialBG at 20:48, 25 Jan 2008.

Quote:
Any thoughts about the first question?


Havent tried but i think impossible...

Quote:
Hey! Someone knows about a skill wheel mod that are accessable on the hero menu screen AND! at the level up screen, hate to minimize just to look everytime


It is in the Xazardous Mods package

Quote:
Ok were exatcly should i extract it?? in the data folder or anywhere???


You mean the mod, the files? I recommend you to read the first post in this thread again .
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