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Heroes Community > Heroes 5 - Modders Workshop > Thread: [NCF project] Adding creatures in ToE!
Thread: [NCF project] Adding creatures in ToE! This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
sfidanza
sfidanza


Promising
Supreme Hero
posted January 14, 2008 08:33 PM
Edited by sfidanza at 20:34, 14 Jan 2008.

Quote:
213 for Sun Warrior please, if you're happy giving out a slot when there's no guarantee that I will get round to filling it...

Ok, 213 reserved for Sun Warrior (since I know you're serious Gnoll_Mage and I know that in any case, you'll notify me if you don't do it, so I can free the slot).

Quote:
What does "getting one's hands into the framework" involve exactly?

For example right now, trying to fix the RMG issue, but that's a little hardcore. Or something less exploratory, work with me to extend the number of creatures (I can tell precisely what to do) since many files need to be generated. Basically, I want other people to understand the why and how the framework works, so that it does not depend on me being available in the long term.

Quote:
So TotE does load pak files (game as well as editor)? This was not the case for some other versions, yes?

ToE Editor loads only .pak files. ToE game loads .pak, .h5u, .h5m, ;h5c, .h5p (each in their own folder).
Except for the dataa1/ vs data/ for HoF, I would say all other versions work the same, but I'm not sure.

Edit: ok Cepheus - 214-216 for Basilisks

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 14, 2008 10:01 PM
Edited by Gnoll_Mage at 22:02, 14 Jan 2008.

Well thanks for the support . I was under the impression that Ubival stopped user-added paks from working, so we had to add them as h5ms instead.
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 14, 2008 11:14 PM

Yes, you're right, I forgot that.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 12:10 AM
Edited by Gnoll_Mage at 12:20, 15 Jan 2008.

Okay I think I have done the main work of my creature mod. So far, all the data is within a .h5m file, along with a map - I thought I would then be able to play this map within the game, and see my new creature, which I had placed on the map in the editor. However, the Start Game button is blanked out, and whenever I give a hero some of my creature in their army, then reload the map, they are no longer there. Do I need to add it as a .h5u, or is something else wrong?
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 15, 2008 07:26 AM

Something else is wrong.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted January 15, 2008 10:57 AM

sfidanza I want to add my "Dragon Slayer"  if you got room for him...     (I just need a little tweaking of his abilities...  
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 15, 2008 12:18 PM

Plenty of room.
Slot 217 is for the Dragon Slayer.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 12:32 PM

Quote:
Something else is wrong.

Heh accidentally had both players on the same team
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 15, 2008 05:30 PM
Edited by radar at 17:55, 15 Jan 2008.

Ladies and gentelmen, I proudly present...




H5 Enchanter inspired by H3 Zealot!




*trumpets*


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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 15, 2008 05:45 PM

Very nice

The Basilisk's almost done, but I'm having icon trouble.  When I use GIMP to turn my icon's white background transparent via Alpha Channel and then convert it to .dds, the transparency doesn't work in-game.  I end up with a white background around the icon, any chance someone can advise me on how to remove this properly with GIMP?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 15, 2008 05:49 PM
Edited by magnomagus at 17:49, 15 Jan 2008.

I like the mysterious light effect over his head.
But I think I would call this a dark priest or something like that and not an enchanter, an enchanter should be more with light colors.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 15, 2008 06:03 PM

Right.

Little more light adn less bright to look more realistic and he's done.

I tried to make him h3 enchanter like but the stars over his mantle look very poor on low details.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 15, 2008 06:09 PM

I dunno, I think a few stars and planets around the cloak look pretty good on the Cleric models.


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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 07:22 PM

Ceph, what DDS type are you saving as?
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 15, 2008 07:35 PM

Well, the list in GIMP includes:

Default
RGB8
BGR8
ABGR8
R5G6B5
RGBA4
RGB5A1
RGB10A2
R3G3B2
A8
L8
L8A8
YCoGg

I haven't tried all of them, so if you know the right format to use, I'd appreciate advice  I dug up an old quote from Sfizanda:

Quote:
ok, Lordi, let's solve your icon problem.
First, "waiting weeks" here means you've posted your problem 5 days ago. I find myself that time flies, compared to everything I'm doing, I guess it's even worse for you.

Anyway, the answer I gave you 5 days was indeed a little short, so let's start from there.
My guess is that your dds has the DXT3 format (which is used in the texture), but the icons should in A8R8G8B. That's kind of like .jpg or .png or .gif for usual images. It's easy to check but since you didn't share the icon dds, you'll have to check yourself if you want.: I use Windows Texture Viewer to simply view dds files, and the format is given in the status line.

Ti fix this, it depends on the tools you're using. I'm using photoshop, with the nvidia DDS plugin. When you save as DDS, the DDS export dialog opens and let you select the format in top left drop box (where DXT1 is selected in the screenshot).
For an icon, choose:
- 8.8.8.8 ARGB 32bppp Unsigned
- 2D Texture (in the drop box just below)
- No Mip Maps (in the Mip Map Generation box on the right)

That's, it should be ok.



... but half of those options aren't even included.  Any ideas?
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 07:40 PM
Edited by Gnoll_Mage at 19:45, 15 Jan 2008.

I had a similar problem (well it sounds similar) originally, but now I choose the option that has "explicit alpha" (in Photoshop). ABGR8 at a guess from that list, but I'm not sure. Check that your new texture files are the same size as the old ones.

Edit: hmm maybe not. I think in Photshop it's just the DXT3 option. Whichever you use needs to be 8bpp, if that information is in GIMP...
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 15, 2008 07:48 PM
Edited by Cepheus at 19:50, 15 Jan 2008.

Unfortunately there is no such option.  The icon is definitely 128x128, I tried saving in the suggested format but the colours were inverted as well as the white background retained.

Ah well, if it can't be done thanks for your time anyway.

EDIT:  Radar kindly helped me out, dunno if the method will work but at least the icon's ready.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 08:43 PM

What did Radar do exactly?
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 15, 2008 08:50 PM

@sfidanza: Here's my first attempt at a new creature, what needs doing:
Icon for map editor - where to put?
Map editor still calls it "Arcane Blades" for some reason...
Probably ought to make main icon have some transparency.
Anything else?

http://www.mediafire.com/?dabgjmjya9v

What is/are the best way(s) to test to see if it works?
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 15, 2008 11:01 PM

He made the icon transparent when I sent it to him.  I still don't know how to do it myself with GIMP.

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