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DrIstvaan
Hired Hero
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posted June 05, 2008 03:52 PM |
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Hmmm... For Windows, I know you have to (retaining directory tree) compress them into a file (.zip works fine) and then rename the file to .h5m.
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Guarder
Supreme Hero
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posted June 05, 2008 07:31 PM |
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Edited by Guarder at 10:09, 08 Jun 2008.
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three questions...
1:How do I change a pic of a hero, the music, etc. so the stuff would be on every map? I think i have a theory, but i'm not sure.
2:How do i make a good recolouring? one that i don't use 5 hours on one recolouring pixel for pixel...
3: which creatures anim are going where on a heroes animation, i tried this before, but in combat and moving on adv map, it looked like "Jesus on the cross"
No need for 1 and 2, i figured it out by myself, but i still have problems with 3, can anyone help me with that?
____________
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Edwin_Yang
Known Hero
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posted June 09, 2008 03:50 PM |
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I dont know wether it is the right place to post.but i have a problem with my map editor.it happened when i saved my map, the map change to 1KB and can not be found in the game. though i have the solutions i want to kown the reason which causes the problem,it is said it's map editor's bug,so is there a way to fix the bug? many thanks!
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e-lysander
Known Hero
Lysander
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posted June 10, 2008 10:35 PM |
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Hey, uhhh... does anyone know if it's possible to make it so that certain defaulted game Campaigns and Custom Scenarios can be taken out? (Or at least just not show up in the menus) Because for HoMMC, I want it to just show my Campaigns. Any suggestions?
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WarLore
Famous Hero
servant of urgash
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posted June 13, 2008 06:41 PM |
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Edited by WarLore at 10:19, 18 Jun 2008.
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http://rapidshare.com/files/122193069/Azure-Dragon.mod.zip.html
check files and tell me why it doesnt work? could someone help plz?
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A Nightmare from below.A hero from Within
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Lordluther
Tavern Dweller
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posted June 14, 2008 09:43 AM |
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Shipyard (in town)
Hello people
I've a little question that has been annoying me lots of times.
I want to have an in-town shipyard, that works (so doesnt give the, "there are no workers" error ingame) I've been trying lot's of ways how to make it work, and still keep the background pretty... but no luck. i was wondering if anyone could help me make this shipyard work.
(here's a litle shot of the situation:
[url=http://img56.imageshack.us/my.php?image=screenshotshipyardprobgx3.jpg]Screeny[/url]
So the question is: Does anyone know how to make the In-town shipyard work, aswell as keeping the part of the map (see Screenshot) nice to look at.
-Thanks for your attention
LordLuther
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 14, 2008 09:46 AM |
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I believe you need to place a water ramp nearby so the ship had a place to land actually.
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Lordluther
Tavern Dweller
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posted June 14, 2008 10:38 AM |
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Quote: I believe you need to play a water ramp nearly so the ship had a place to land actually.
Thanks for your quick reply
Though I'm not quite sure what you exactly mean with that...
Could you perhaps show me a turtorial of how to do such? (with pictures or text)
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 14, 2008 10:46 AM |
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You should find it in your own editors help...
Al in all, just find a ramp tool in the terrain objects and use it.
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Lordluther
Tavern Dweller
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posted June 14, 2008 10:58 AM |
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Quote: You should find it in your own editors help...
Al in all, just find a ramp tool in the terrain objects and use it.
Well thanks again for your help
-Edit:
Wait, i've finaly got it The shipyard works now though the water does not connect to the city itself, which is a pitty, but it finaly works, and still looks (though less) nice
Thanks anyway for your help Warmonger
-LordLuther
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted June 17, 2008 02:04 PM |
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Some of these are really late answers, sorry for that.
Quote: I dont know wether it is the right place to post.but i have a problem with my map editor.it happened when i saved my map, the map change to 1KB and can not be found in the game. though i have the solutions i want to kown the reason which causes the problem,it is said it's map editor's bug,so is there a way to fix the bug? many thanks!
Sorry, no idea what the problem could be there. As long as you have the solution you should be fine though
Quote: Hey, uhhh... does anyone know if it's possible to make it so that certain defaulted game Campaigns and Custom Scenarios can be taken out? (Or at least just not show up in the menus) Because for HoMMC, I want it to just show my Campaigns. Any suggestions?
Absolutely, though it requires permanent editing of the data.pak file (so make a backup or two). Just delete or otherwise remove all folders from data.pak\Maps\SingleMissions.
Quote: not very helpeful topic...
WarLore, nobody's going to help you if you waltz in demanding quick answers while swearing...
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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WarLore
Famous Hero
servant of urgash
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posted June 18, 2008 10:19 AM |
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sorry,but still need help with that.srly,i dont know what is wrong in that mod files,i checked three times and i couldnt figure out could someone help plz?
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A Nightmare from below.A hero from Within
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted June 18, 2008 01:10 PM |
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Well, I'm not sure. First off, it's packed into a folder named AzureDragonmod (or something) - you need to remove this folder and place the folders inside it directly into the .zip.
The .zip also needs to be a .pak. As for the programming, you're on the right track but most of it is bugged and you're missing some things. Try downloading one of Radar's NCF mods and work from there (his ones are usually one creature only)
If you're still stuck after that I'll try to help out more.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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WarLore
Famous Hero
servant of urgash
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posted June 18, 2008 01:22 PM |
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Edited by WarLore at 10:49, 19 Jun 2008.
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i copied files just they were in crystal_dragon-TotE dirty mod,that mod works,but this isnt.When i tested azure dragon mod i used h5u file.In the end file was AzureDragon.h5u when i tested it
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A Nightmare from below.A hero from Within
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yche2990
Tavern Dweller
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posted June 20, 2008 06:05 PM |
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Can someone help me to locate one file
I tried to create an NCF creature by using the beta treant.
I found that there are actually two character files associating with DendroidSoldier:
DendroidSolder.(Character).xdb and DendroidSoldier_rooted.(Character).xdb
I did successfully locate the file which points to DendroidSolder.(Character).xdb. However, I couldn't find any files which mention the name of DendroidSoldier_rooted.(Character).xdb. As a result, I created an NCF DendroidSoldier which can transform while using the skill to take roots...
Great thx for anyone who might help me to mod DendroidSoldier_rooted.(Character).xdb related files.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted June 20, 2008 06:40 PM |
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So apparently you're a "newcomer" in the wonderful world of modding now yche, how's that working out
There have been problems with getting the beta Treant's rooting animations to work since day one. I think the story is if you enable the root animations, the death animations become bugged, and since the death animations are more essential than the root ones it's best not to give them the root ones at all - so, in short, you'd be better off not giving the new Treants the Take Roots ability.
Hope you understood that
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Fauch
Responsible
Undefeatable Hero
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posted June 20, 2008 06:47 PM |
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Edited by Fauch at 19:02, 20 Jun 2008.
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the main file is CreatureName.xdb. then , follow the links.
from what I remember, whatever creature which takes root is transformed in a treant.
I gave the "take root" animation to a brawler and he transformed in treant, while his character file isn't linked to the treant model.
Quote:
<?xml version="1.0" encoding="UTF-8"?>
<Character ObjectRecordID="1000100">
<Model href="DendroidSoldier_rooted.xdb#xpointer(/Model)"/>
<ArenaAnimSet href="DendroidSoldier_rooted-arena.xdb#xpointer(/AnimSet)"/>
<AdvMapAnimSet/>
<ColourModels/>
</Character>
it's DendroidSoldier_rooted.(Character).xdb
for some reason it isn't linked to the ancient treant files (or I missed it) maybe it's something hard coded, which is used when you click on defend and the creature has the "take root" ability.
whatever, it seems you can replace the link to the model (I guess you shouldn't do it if you don't want to modify the existing treant)
you'll probably have to change the animset too.
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yche2990
Tavern Dweller
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posted June 20, 2008 07:05 PM |
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To Cepheus: I didn't notice that the death animation becomes bugged...what I found is that the roots animation can not co-exist for both Treants...Can you tell me briefly how the death animation file is affected by roots animation file.If the visual affection is really serious, i am sure not to include that ability.
I carefully checked the data.pak. I did find the file which mentioned the DendroidSoldier_rooted.(Character).xdb. That file is located in data.pak\Roots\roots.xdb. I didn't understand the structure and index of this file. Can someone explain something about the file..
To Fauch: your finding is what I also face with.As I said that the file (DendroidSoldier_rooted.(Character).xdb) does not seem to be defined in CreatureName.xdb...It is really difficult to reconcile beta treant and treant in game within the ncf platform.
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Fauch
Responsible
Undefeatable Hero
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posted June 20, 2008 07:14 PM |
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Edited by Fauch at 19:23, 20 Jun 2008.
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the file I found was in characters/creatures/preserve/
DendroidSoldier_rooted-arena.xdb :
Quote:
<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="1000050">
<animations>
<Item>
<Kind>attack00</Kind>
<Anim href="DendroidSoldier_rooted-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="DendroidSoldier_rooted-arena-hit.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="DendroidSoldier_rooted-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="DendroidSoldier_rooted-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="DendroidSoldier_rooted-arena-death.xdb#xpointer(/BasicSkelAnim)"/> </Item>
</animations>
<ExpSrcScene href="/models/Creatures/Preserve/DendroidSoldier.mb"/>
<ExpSrcClipFolder href="/Animations/Creatures/PRESERVE/DendroidSoldier/Clip_add/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
DendroidSoldier_Death-arena.(AnimSet).xdb :
Quote:
<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="271">
<animations>
<Item>
<Kind>death</Kind>
<Anim href="DendroidSoldier_Death-arena-death.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
<ExpSrcScene href="/models/Creatures/Preserve/DendroidSoldier_Death.mb"/>
<ExpSrcClipFolder href="/Animations/Creatures/PRESERVE/DendroidSoldier/Clip_death/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
cepheus : do you think it has something to do with that?
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted June 20, 2008 07:21 PM |
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I don't remember where the discussion was (somewhere in this forum, I think Sfidanza was involved), but I think the problem was that enabling roots just seems to prevent the death animation from working - if it dies with roots active, the beta Treant goes into an inanimate position (i.e. static, arms outstretched) and then disappears. Looks awful.
There could be a way to fix it, but we spent a long time looking through the files and couldn't find one.
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