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Lichking012
Known Hero
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posted January 18, 2011 12:50 AM |
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Hey I have what I hope anyways is a very simple question. I've begun doing some texture/effects editing on creatures using the lovely sticked tutorial, I was wondering How I go about getting the new textures to show up in battle. I can have them show up on the adventure map, but I still get the old texture in battle.
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Warpman
Tavern Dweller
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posted January 18, 2011 11:47 AM |
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I looked all over the modding wiki and found no sign of it.
I've been looking forward for making a mod that would make "additional" weekly growth of skeletons and peasants\goblins round up every week, not give a stable +6 to it.
Could any experienced modder explain the editing of buildings?
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Fauch
Responsible
Undefeatable Hero
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posted January 18, 2011 12:03 PM |
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Edited by Fauch at 12:04, 18 Jan 2011.
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LichKing012 : there are 2 different models for some creatures
the 2 base files are GameMechanics/Creature/Creatures/FactionName/CreatureName
and
MapObjects/_(advMapObjectLink)/FactionName/CreatureName
warpman : I have no idea. maybe through the use of scripts in the editor. I think you could do such things in H4 editor...
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Warpman
Tavern Dweller
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posted January 18, 2011 12:15 PM |
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Edited by Warpman at 12:16, 18 Jan 2011.
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Quote: <TownBuildingSharedStats ObjectRecordID="1000156">
<NameFileRef href="/Text/Game/TownBuildings/Necromancy/Special_3/Name.txt"/>
<DescriptionFileRef href="/Text/Game/TownBuildings/Necromancy/Special_3/Description.txt"/>
<Type>TB_SPECIAL_3</Type>
<Upgrade>BLD_UPG_1</Upgrade>
First line is out of my understanding...
Second one is just reference to the name file.
Third is the same, description this time.
4th and 5th one refer to something, yet these references seem to depend on the town race, because the same references can be found in other race's upgrade buildings.
So it seems clear to me that there's some file that contains scripts for each race...
But where is it?
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Lichking012
Known Hero
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posted January 19, 2011 12:34 AM |
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Quote: LichKing012 : there are 2 different models for some creatures
the 2 base files are GameMechanics/Creature/Creatures/FactionName/CreatureName
and
MapObjects/_(advMapObjectLink)/FactionName/CreatureName
Hm, but i edited the creatures file in the _(Model) folder not GameMechanics OR map objects folder. I will investigate.
Edit: I'm specifically editing the .dds file if that helps.
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Jabanoss
Promising
Legendary Hero
Property of Nightterror™
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posted January 19, 2011 04:40 PM |
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I have a simple question is there any mod that makes it impossible for the AI to retreat?
____________
"You turn me on Jaba"
- Meroe
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FrostyMuadDib
Promising
Supreme Hero
育碧是白痴
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posted January 19, 2011 07:25 PM |
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Hi. I am trying to create new heroes, and I ran in a problem. Everything works (it is even selectable in custom games) but I am unable to import custom portrait. I create dds file, and xdb (I looked into Heroes of Axeoth, and Heroes of Ashan mods for help) but my heroes din't have portrait. Is there a tutorial on this?
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JayJayJay
Tavern Dweller
deleted account
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posted January 19, 2011 09:53 PM |
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@FrostyMuadDib
In my oppinion, it has be .tga and 128x128x1 because in the Preset Duel Heroes Editor, the Avatar has to be in this format and size too.
I have a Question too...
Until now I only modded the standard game. (Data.pak usw...)
But Now I wanted to try to mod TOE, but... Where are the files and the directions. In data.pak & a2p1-data.pak are only a few directories and a few files...
Thanks for anwers
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FrostyMuadDib
Promising
Supreme Hero
育碧是白痴
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posted January 20, 2011 03:09 PM |
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TGA works when I import hero portrait in editor, but I am trying to import it with xdb and dds files. I convert TGA to DDS with DXTBmp (I use 888-8 32 bit DDS), and all I get is white portrait. Is this the right format for DDS? And what is SrcName tag for in xdb? It usually points to tga image, put there is nothing in that path.
@JayJayJay
I have TotE and I only use Data.pak and a2p1-data.pak for modding.
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Lichking012
Known Hero
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posted January 20, 2011 09:00 PM |
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Quote: I have a simple question is there any mod that makes it impossible for the AI to retreat?
not that I'm aware of, although you might be able to find a way to do it if you modify the shackles of war or whatever the item that has that effect is.
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e-lysander
Known Hero
Lysander
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posted January 22, 2011 04:02 AM |
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So, I've a couple of questions that, for my mod, will be important.
1) Is it possible to disable the hero attack (not spells, but the charge strike that the Knights and Demons have?)
2) Is it possible to give Barbarians a spell book?
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted January 22, 2011 07:59 AM |
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Hi!
Is it possible to make a multiplayer map out of an 8-player scenario map?
Thank you in advance.
Have a nice day,
PF
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FrostyMuadDib
Promising
Supreme Hero
育碧是白痴
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posted January 22, 2011 11:32 AM |
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@E-Lysander
About your second question, you can try changing hero's class to any other class (i.e. HERO_CLASS KNIGHT), but it will act as knight. Other thing that came to my mind is to set class to HERO_CLASS_NONE. It definetly has spellbok, but skills are predefined when you level up your hero. Possible solution could be editing /GameMechanics/RefTables/HeroClass.xdb by copying Barbarian section to HERO_CLASS_NONE section. I haven't tried that, but I think it is worth trying.
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Lichking012
Known Hero
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posted January 22, 2011 09:02 PM |
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where can I find the skill wheel to modify? I'm trying to change the effects of the perks for the magic schools, but have been unable to locate the skill wheel at all other than it's texture files.
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Lichking012
Known Hero
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posted January 22, 2011 10:06 PM |
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where can I find the skill wheel to modify? I'm trying to change the effects of the perks for the magic schools, but have been unable to locate the skill wheel at all other than it's texture files.
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Fauch
Responsible
Undefeatable Hero
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posted January 23, 2011 02:37 PM |
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something like GameMechanics/RefTables/Skills.xdb
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Lichking012
Known Hero
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posted January 23, 2011 06:35 PM |
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Warpman
Tavern Dweller
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posted January 25, 2011 05:15 PM |
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Has anyone ever tried editing town buildings aside from costs and dependencies?
I'm still unable to figure out how to make additional weekly growth sum up...
Assistance from elder modders required
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Fauch
Responsible
Undefeatable Hero
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posted January 25, 2011 05:27 PM |
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you can modify the growth of creatures from the creature files themselves. you can modify the additionnal growth provided by special buildings for rune priests, berserkers and goblins from DefaultStats.xdb
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markkur
Honorable
Legendary Hero
Once upon a time
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posted January 25, 2011 07:44 PM |
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Quote: Is it possible to make a multiplayer map out of an 8-player scenario map?
Have you tried changing the player-settings under "Map Properties" to Human and AI? If you have and that doesn't do it then I think you have to change the "Main Scenerio Objective" to 'defeat-all'. I don't play multi but I think I did a map once this way
____________
"Do your own research"
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