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El_Chita
Known Hero
Actually, my name is El Chita
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posted January 05, 2010 08:04 PM |
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It is perfect!
And I love it !
Does anyone knows if it is possible to put a texture into a map to use it in there ?
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masonjo
Hired Hero
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posted January 06, 2010 07:10 AM |
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Icons
When I edited an icon it got all stretched and wierd in-game. All I did was recolour a part of it and put in the correct folder with its .xdb file. How do I fix it/what am I doing wrong?
Thanks
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82Degrees
Tavern Dweller
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posted January 11, 2010 08:55 AM |
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Giving barb skills to non barb heroes
Is there anyway to give barbarian skills to non barbarian heroes? Eg, might over magic, powerful blow etc.
I figured you can give non barbs the blood rage racial skill via the GiveHeroSkill command but for some reason, you can can't give the perks that come with the racial skill.
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SimonaK
Promising
Supreme Hero
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posted January 11, 2010 11:05 PM |
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Edited by SimonaK at 23:08, 11 Jan 2010.
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It's possible.
but you must edit 2 files
data.pak/GameMechanics/RefTables/Skills.xdb
data.pak/GameMechanics/RefTables/HeroClass.xdb
inside you must declare factions and their skills and abilities.
these both files allow to completly change the skillwheel as you want.
ex: All heroes can have Necromancy skill, etc etc...
of course, some knowledge are required...take the time to understand the mechanic of these files.
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masonjo
Hired Hero
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posted January 12, 2010 01:03 PM |
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Would it be possible to create Mammoth riders?
Does the Fortress hero have enough animations to do it?
I think it would be cool to make a fortress mod that made:
Thane go from Tier 6 -> Tier 7
Put Mammoth Riders as Tier 6 creature
and removed the Dragons completely.
So would the Mammoth rider be possible?
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SimonaK
Promising
Supreme Hero
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posted January 13, 2010 01:27 AM |
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It's possible to create such a creature.
However as you said: animation problems will happen.
some animations don't exist....
the death animation. when the mammoth rider will die, none of animation for...
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masonjo
Hired Hero
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posted January 13, 2010 01:45 AM |
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Is it possible that any of the other animations would be stored somwhere in the data folder? Or could replacment animations be used?
Would the campaing dwarf heroes have some extra animations?
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SimonaK
Promising
Supreme Hero
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posted January 13, 2010 02:57 AM |
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Quote: Is it possible that any of the other animations would be stored somwhere in the data folder?
may be but I'm really not sure.
Quote: Or could replacment animations be used?
generally animations used must be these of the original model.
Quote: Would the campaing dwarf heroes have some extra animations?
I don't think.
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masonjo
Hired Hero
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posted January 13, 2010 07:47 AM |
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Ok Thanks.
I'll go through and have a look at some stuff. or see if I can make do without.
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82Degrees
Tavern Dweller
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posted January 13, 2010 04:29 PM |
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Quote: It's possible.
but you must edit 2 files
data.pak/GameMechanics/RefTables/Skills.xdb
data.pak/GameMechanics/RefTables/HeroClass.xdb
inside you must declare factions and their skills and abilities.
these both files allow to completly change the skillwheel as you want.
ex: All heroes can have Necromancy skill, etc etc...
of course, some knowledge are required...take the time to understand the mechanic of these files.
I've tried that. Packed them into mods in the right folder etc. But I can't figure how to make changes I've made appear on maps. When I look at the heroes I've changed in the editor or in the game, they have the normal unchanged stats.
edit: The only way I've found to make the heroes appear is to use the editor to put the town the hero belongs to, and then use the generate hero at the start of the map. But this is unwieldy because you can only use 1 changed hero per map and you'll have to put a town on the map that doesn't belong. Is there a way to upload your changed stats in the editor or command?
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82Degrees
Tavern Dweller
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posted January 13, 2010 04:48 PM |
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I think I also might of messed up some files in my game. I can't see any walls in custom maps. Dungeon_Wall.(AdvMapObjectLink), Grass_Wall.(AdvMapObjectLink), etc. But it looks ok from the editor though. Maybe I can move some files from the editor folder where they're suppose to go in the game originally?
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SimonaK
Promising
Supreme Hero
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posted January 13, 2010 10:43 PM |
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surely...I don't know the contain of your game folders.
all I know I have changed the skillwheel and all of my heroes non-barb can learn Barb skill and capacities of...so yes i'ts possible to reach that by modifing both files I spoke.
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82Degrees
Tavern Dweller
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posted January 14, 2010 02:09 PM |
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Quote: surely...I don't know the contain of your game folders.
all I know I have changed the skillwheel and all of my heroes non-barb can learn Barb skill and capacities of...so yes i'ts possible to reach that by modifing both files I spoke.
So do you remember what lines you changed to make that happen?
Also I'm not exactly sure what I changed in the folders myself, that's why I'm looking for locations of the picture files of the walls.
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SimonaK
Promising
Supreme Hero
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posted January 14, 2010 04:05 PM |
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It's possible.
but you must edit 2 files
data.pak/GameMechanics/RefTables/Skills.xdb
data.pak/GameMechanics/RefTables/HeroClass.xdb
inside you must declare factions and their skills and abilities.
these both files allow to completly change the skillwheel as you want.
ex: All heroes can have Necromancy skill, etc etc...
of course, some knowledge are required...take the time to understand the mechanic of these files.
also visit others thread about this subject...
I don't feel to full explain the mechanic rigtht here and I don't time too....sorry.
My modifications about the skillwheel is so big that It's a program I made that entirely rewrited the files from new skillwheel SQL database.
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Kerr
Tavern Dweller
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posted January 15, 2010 02:31 PM |
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hello im new here.i have request someone can retexture the model of Tier 5 orc creature?, i mean his sword.someone can delete that pops on his sword and upload for me? plsssss.
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Archmage
Tavern Dweller
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posted January 16, 2010 01:25 AM |
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Mesh files location
I was wondering where the mesh files of the creatures and buildings are. Can anyone tell me?
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82Degrees
Tavern Dweller
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posted January 16, 2010 09:44 AM |
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Quote: It's possible.
but you must edit 2 files
data.pak/GameMechanics/RefTables/Skills.xdb
data.pak/GameMechanics/RefTables/HeroClass.xdb
inside you must declare factions and their skills and abilities.
these both files allow to completly change the skillwheel as you want.
ex: All heroes can have Necromancy skill, etc etc...
of course, some knowledge are required...take the time to understand the mechanic of these files.
also visit others thread about this subject...
I don't feel to full explain the mechanic rigtht here and I don't time too....sorry.
My modifications about the skillwheel is so big that It's a program I made that entirely rewrited the files from new skillwheel SQL database.
So you know how to do this but you won't tell me??? I thought this suppose to be a question thread.
Can you at least give me a link to some of the threads you're referring to?
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 16, 2010 10:43 AM |
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Quote: I was wondering where the mesh files of the creatures and buildings are. Can anyone tell me?
What you mean with "mesh files"?
Building stats are in data --->>> GameMechanics\TownBuildingSharedStats if that's what you are looking for.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted January 16, 2010 11:02 AM |
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Archmage
Tavern Dweller
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posted January 16, 2010 11:26 AM |
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Quote:
Quote: I was wondering where the mesh files of the creatures and buildings are. Can anyone tell me?
What you mean with "mesh files"?
No, I'm talking about the 3D file itself. But thanks for telling me about stats.
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