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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 20 40 60 80 ... 83 84 85 86 87 ... 100 120 126 · «PREV / NEXT»
sushiz
sushiz

Tavern Dweller
posted August 31, 2010 03:00 AM

Quote:
for Heroes, the way is same that for creatures.

except, for heroes the majority of informations is directly concentred in the AdvMapHeroShared file
instead of the GameMechanics for creatures.

here the path for campaign Godric model:

data.pak/MapObjects/Haven/Godric.(AdvMapHeroShared).xdb

by opening it, you can see a <Model> tag and in the middle of the file, 3 tags representing the appearance models
of the hero from the map or in the arena.

<Model href="/_(Model)/Heroes/Knight_LOD.(Model).xdb#xpointer(/Model)"/>

<HeroCharacterArena href="/Characters/Heroes/Godric.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Godric_Strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Godric_LOD.(Character).xdb#xpointer(/Character)"/>

that's link to Godric models (Characters), naturally....

it's enough to change the models here to have a new appearance to the hero on the map.

you can put anything, all being known as being a model, as a rock, tree...creatures..angel, etc etc


Thank you SimonaK, it works!!
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albolabris
albolabris


Known Hero
posted August 31, 2010 02:11 PM

One more thing i need to ask.

Is it possible to modify the morale and luck attributes? I mean change the % gained from each point. Now it's 10% per point. I would like it to be 7,5% per point for example. If, then how to do it?

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 31, 2010 07:17 PM

Never I wanted to change it.

for you, I searched the matter in data.pak
and I found nothing about.

so, I think now that is not modable.

(maybe by script, but I don't know that)

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Dj
Dj


Promising
Supreme Hero
Always loyal to HC
posted September 02, 2010 12:45 PM

hey, guys! i recently started the h5 campaigns in TotE version. I downaloaded the mod to have the campaigns from previous versions from here.

i played the 1st two maps from 'The Queen' and the problem is that i get many, many crashes [meaning:computer freezes with ugly noises and restart]. can anyone tell me why is that happening and how can i fix this? or a better pack with all maps, dialogues, texts? thanx? =)


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drh3ll
drh3ll


Hired Hero
posted September 02, 2010 07:49 PM

Can someone tell me what could cause the smaller icon on the bar to be blurry? In the creature visual file i have put a path only for the 128x128 icon as usually.

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 02, 2010 07:53 PM
Edited by SimonaK at 19:55, 02 Sep 2010.

the last file before the .dds exists in several format.

for a perfect icon (no blur) you should use that:

<?xml version="1.0" encoding="UTF-8"?>
<Texture>
<SrcName href="/UI/Icons/Creatures/Necropolis/sceletonwarrior_128.tga"/>
<DestName href="xxxxxxxxxx.dds"/>
<Type>TEXTURE_2D</Type>
<ConversionType>CONVERT_TRANSPARENT</ConversionType>
<AddrType>CLAMP</AddrType>
<Format>TF_8888</Format>
<Width>128</Width>
<Height>128</Height>
<MappingSize>0</MappingSize>
<NMips>1</NMips>
<Gain>0</Gain>
<AverageColor>-1406713059</AverageColor>
<InstantLoad>false</InstantLoad>
<IsDXT>false</IsDXT>
<FlipY>false</FlipY>
<StandardExport>true</StandardExport>
<UseS3TC>false</UseS3TC>
</Texture>




as you see <Type> is TEXTURE_2D

you can compare this content with your own from your xdb.

with that, you are sure to have the better texture for icons.


for my share, I replaced all these files for all NCF in my own game and the result is.....just awesome.




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drh3ll
drh3ll


Hired Hero
posted September 02, 2010 08:15 PM

Thanks a lot SimonaK! I can release the creature now.

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sushiz
sushiz

Tavern Dweller
posted September 05, 2010 04:20 PM

How do you modify character movement on the adventure map?

I replaced the heroes appearance with many creatures, but they don't have walking animation on the adv map or sometimes casting/shooting animation on the battle map.

Most of the creatures don't have move animation on the adv map, showing akward movement.

I know some Haven units have movement animation, but it seems that other factions dont have that.

Is there a way to set character movement animation because they do have walking animation on the battle map?

If not, is there a way to set teleport animation for heroes on the adv map?
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 05, 2010 06:42 PM
Edited by SimonaK at 18:45, 05 Sep 2010.

Quote:
Quote:
for Heroes, the way is same that for creatures.

except, for heroes the majority of informations is directly concentred in the AdvMapHeroShared file
instead of the GameMechanics for creatures.

here the path for campaign Godric model:

data.pak/MapObjects/Haven/Godric.(AdvMapHeroShared).xdb

by opening it, you can see a <Model> tag and in the middle of the file, 3 tags representing the appearance models
of the hero from the map or in the arena.

<Model href="/_(Model)/Heroes/Knight_LOD.(Model).xdb#xpointer(/Model)"/>

<HeroCharacterArena href="/Characters/Heroes/Godric.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Godric_Strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Godric_LOD.(Character).xdb#xpointer(/Character)"/>

that's link to Godric models (Characters), naturally....

it's enough to change the models here to have a new appearance to the hero on the map.

you can put anything, all being known as being a model, as a rock, tree...creatures..angel, etc etc


Thank you SimonaK, it works!!

How do you modify character movement on the adventure map?

I replaced the heroes appearance with many creatures, but they don't have walking animation on the adv map or sometimes casting/shooting animation on the battle map.

Most of the creatures don't have move animation on the adv map, showing akward movement.

I know some Haven units have movement animation, but it seems that other factions dont have that.

Is there a way to set character movement animation because they do have walking animation on the battle map?

If not, is there a way to set teleport animation for heroes on the adv map?


Hey, I thought you had all understood!!

did you open the "Character" xdb file? That contains the Model AND the AnimSet

so, open the file linked from your hero file's <HeroCharacterAdventure>

and check where the <AnimSet> links.

NOTE: don't forget the <AnimSet> directly from the AdvMapHeroShared file and localized in the beginning of.


will you go to ask a question after each step that this requires to get an own Hero? I hope not.
after all you said you read the How to make a Creature tutorial.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted September 05, 2010 07:23 PM

Hi everyone,
I'm certain there are a few people around here who got their hands on the Heroes V beta before it fell off the face of the planet. I just have one simple favour to ask: could someone upload the beta Isabel and Godric models, textures etc somewhere here? They are absolutely necessary for completing my modding project.

Beta Godric
Beta Isabel

Many thanks in advance.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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sushiz
sushiz

Tavern Dweller
posted September 05, 2010 08:07 PM
Edited by sushiz at 20:40, 05 Sep 2010.

Hello SimonaK,

I still don't understand what you wrote.

Here is what I did.

For an example, I tried to make an hero into an archangel.

so I changed those 3 lines like this in XXXX.(AdvMapHeroShared).xdb file in mapobject folder


<HeroCharacterArena href="/Characters/Creatures/Haven/ArchAngel.
(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee/>
<HeroCharacterAdventure href="/Characters/Creatures/Haven/ArchAngel_LOD.(Character).xdb#xpointer(/Character)"/>

If I do this, I get an archangel on the adv map. But when I move him, he just has still model..like Sovereign.

For battle griffen, champion, seraph, and some other Haven units, you do get some animation on the adv map when you move him as you know.

My question was if there is a way to have an animation like those several Haven creatures on the adv map?

You talk about some anim set, but I didnt get what you mean.

EDIT: Oh, I see now. I replaced <AnimSet href="/_(AnimSet)/Creatures/Haven/ArchAngel-arena.(AnimSet).xdb#xpointer(/AnimSet)"/> as well. Now it shows adv map animation.

Thank you
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sushiz
sushiz

Tavern Dweller
posted September 06, 2010 06:29 AM

For teleporing units like arch devil or thane, it doesnt teleport on the adv map when I move them.

How or where do you modifty so that they use teleport animation on the adventure map?


For thane, I see this in Thane-arena.xdb

<Item>
<Kind>moveEnd</Kind>
<Anim href="Thane-arena-moveEnd.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>moveStart</Kind>
<Anim href="Thane-arena-moveStart.xdb#xpointer(/BasicSkelAnim)"/>
</Item>


but it seems this doesnt have effect on the adv map.
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 06, 2010 09:16 AM
Edited by SimonaK at 09:19, 06 Sep 2010.

because,

<Kind>moveEnd</Kind> and <Kind>moveStart</Kind>

are surely anim kinds being only usable in arenas ..not on advmap.

then the game ignores them on the map....
like others as "cast", "speciability", "attack"..etc etc...

what you can do is to use the anim <Anim href="Thane-arena-moveEnd.xdb#xpointer(/BasicSkelAnim)"/>
directly in the <Kind>Move<Kind>

yes, because all links can be used in any anim kind....

a cast anim as move, or as attack...all being interchangeable..

I think the only Anim kinds used on the map are "Move" and "Idle"

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sushiz
sushiz

Tavern Dweller
posted September 06, 2010 02:01 PM
Edited by sushiz at 17:49, 06 Sep 2010.

I tried both moveStart and moveEnd animation in move.

They don't look good. It plays the animation, but the unit wobbles around.(hero doesn disappear while animation plays..)

I am trying this move animation on Sovereign since he doesnt have one.

It look like move animation with an artifacet "wing of angel" looks alright.

I want to make this animation as Sovereign's general move animation on adv map.

Where can you find that move animation with wing of angel?

Or can you modify somewhere in xxxx.(AdvMapHeroShared).xdb in map object folder such that a hero has that flying ability without having "wing of angel"?

Thanks


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SimonaK
SimonaK


Promising
Supreme Hero
posted September 06, 2010 06:42 PM
Edited by SimonaK at 18:44, 06 Sep 2010.

what we can do is limited on advmap.

as I already said, only "move" and "idle" can be used on.

moreover, you cannot use an anim on a model if this anim comes from another model.
if you use Archangel model then you must use only Archangel Anims.

Quote:
Where can you find that move animation with wing of angel?

probably nowhere, all artifact effects are hard-coded in the exe...and the animation from
angel wings is an artifact effect.

Quote:
Or can you modify somewhere in xxxx.(AdvMapHeroShared).xdb in map object folder such that a hero has that flying ability without having "wing of angel"?

I think not.

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Arjento
Arjento


Hired Hero
posted September 09, 2010 03:10 AM

Hi,

Not sure where to post this so I am trying in the modders and general section of H5.  My apologies if in wrong section.

I'm currently playing this awesome mod called Legends Of The Ancients.

I have activated the console (via config files) and wish to add units to a Hero (example [@AddHeroCreatures("Pelt", CREATURE_BONE_DRAGON, 22)].

But since it's a mod the hero doesn't have an ID I can track down via this page http://www.heroesofmightandmagic.com/heroes5/heroes5_cheats_names.shtml

Any way to track down the ID of my Hero (It would be Emilia Nighthaven from Book 1, Chapter 3, The End Of Peace).

Thanks.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 09, 2010 11:07 AM

You can learn the ID yourself, the hero has one for sure, all do. I don't have the mod you speak about so I can't tell you exactly, but here is how to find out:

- Find the main mod data pak, it must be in the data folder or the UserMODs. Open the file with winrar last version.
- No you'll see few folders, you need to find the heroes files. In the normal heroes game they are in MapObjects/*Folder with the race name*, and there are many .xdb files with the scripts.
- Open the folder with heroes name, the mod have it's own, of they use old original heroes with changed names and textures. So soon or later you'll find it.
- In the hero's file search for the line <InternalName>. For example Lucretia, the vamp hero in Necropolis, has the line like this:

<InternalName>Tamika</InternalName>

This mean that in the console you need to use the name "Tamika".
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Arjento
Arjento


Hired Hero
posted September 09, 2010 05:01 PM

Quote:
You can learn the ID yourself, the hero has one for sure, all do. I don't have the mod you speak about so I can't tell you exactly, but here is how to find out:

- Find the main mod data pak, it must be in the data folder or the UserMODs. Open the file with winrar last version.
- No you'll see few folders, you need to find the heroes files. In the normal heroes game they are in MapObjects/*Folder with the race name*, and there are many .xdb files with the scripts.
- Open the folder with heroes name, the mod have it's own, of they use old original heroes with changed names and textures. So soon or later you'll find it.
- In the hero's file search for the line <InternalName>. For example Lucretia, the vamp hero in Necropolis, has the line like this:

<InternalName>Tamika</InternalName>

This mean that in the console you need to use the name "Tamika".


Thanks!

I managed to find the code.

It was "Cyrus"

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Meundmein
Meundmein


Adventuring Hero
Tricky, tricky Death...
posted September 12, 2010 11:17 AM
Edited by Meundmein at 11:16, 13 Sep 2010.

hey guys! I'm new here. I just wanted to know if it's possible to change the stats from one creature to another.
For example:
I love the High Druid graphically, but statistically it sucks. So I thought I could change the stats and spells to those of the Druid Elder? (meaning that the only thing that would be different would be the channeling ability)

Thank you

Edit: Okay, here's my problem:
I change the stats, I zip them with RAR(gameMechanics/creature/creatures/3rd/highdruid)and I change them tu h5u, I put them in (userMODS) and it doesn't work

Please, please help me!!

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Casting Lives And Deaths

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 13, 2010 04:34 PM

You need the last version of WinRAR, make sure you use it.

Aslo...

Browse the modding wiki, the info there might help you.
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