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Thread: [MOD] Visual conversion Necropolis tier 7 Knights not Dragons (TotE) | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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Cleave
Promising
Famous Hero
Raging Blood
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posted January 03, 2008 04:31 PM |
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Quote: Okay, I had it backwards. Just realized that. To edit any creature I edit his stuff, the game just finds different models.
That's it!
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Sunjah
Hired Hero
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posted January 03, 2008 06:02 PM |
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Edited by Sunjah at 18:35, 03 Jan 2008.
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How did you get that cool transport effect to work on the knights in the first mod? I thought I followed it correctly, but the character stands in a 'cross' position, and I've heard that means animations are missing.
More specifically, it's the 3rd upgrade that is not working. I went to the same spot other 2 files were, but don't know how to find the 3rd upgrade file to tell it to use attack as the start of the transport move.
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Cleave
Promising
Famous Hero
Raging Blood
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posted January 03, 2008 08:40 PM |
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Edited by Cleave at 21:08, 03 Jan 2008.
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Quote: How did you get that cool transport effect to work on the knights in the first mod? I thought I followed it correctly, but the character stands in a 'cross' position, and I've heard that means animations are missing.
More specifically, it's the 3rd upgrade that is not working. I went to the same spot other 2 files were, but don't know how to find the 3rd upgrade file to tell it to use attack as the start of the transport move.
I thought it worked on the three Knights (I tested it). Perhaps I have uploaded the wrong version... Let me know.
Anyway if you followed the adding teleport ability thread it should be easy:
First open Game/Mechanics/CreatureVisual/Creatures
Quote: <TeleportingMove>
<Use>true</Use>
<StartEffect href="/Effects/_(Effect)/Characters/Creatures/Necropolis/Lich/DeathCloud.(Effect).xdb#xpointer(/Effect)"/>
<FinishEffect href="/Effects/_(Effect)/Characters/Creatures/Necropolis/Lich/DeathCloud.(Effect).xdb#xpointer(/Effect)"/>
</TeleportingMove>
TRUE means the creature will use teleport and not fly. There is a start effect and a finish effect, I picked the Lich's deathcloud because I thought it looked cool, other options are possible (for instance a spell effect).
Then you have to edit another file to avoid the 'cross' thing. The file is in _(AnimSet)/Creatures/Necropolis
Quote: <animations>
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>moveStart</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>moveEnd</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Necropolis/BlackKnight/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
I added the last two lines moveStart and moveEnd (following Radar's instructions) and I used the attack animation for the first and no animation for the second.
For instance I made another teleporting mod (for gargoyles this time). I used the effect of the teleport spell.
I hope that's helpful.
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Sunjah
Hired Hero
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posted January 03, 2008 08:51 PM |
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That is what I am talking about...there is NO banshee or nosferatu or diseasezombie or poltergeist. None of the third animations are there, why? I applied the effect to the wight and wraith, both work great. The banshee has the cloud effect because I added that, but the gile in the ANIMSET is simply not there to edit. Ugh, this is what I hate about this stuff. 3 files to edit, 2 are there, and the other is...
why they couldn't just put all 3 there I will never know!
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Cleave
Promising
Famous Hero
Raging Blood
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posted January 03, 2008 09:06 PM |
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Quote: That is what I am talking about...there is NO banshee or nosferatu or diseasezombie or poltergeist. None of the third animations are there, why? I applied the effect to the wight and wraith, both work great. The banshee has the cloud effect because I added that, but the gile in the ANIMSET is simply not there to edit. Ugh, this is what I hate about this stuff. 3 files to edit, 2 are there, and the other is...
why they couldn't just put all 3 there I will never know!
Open the CreatureVisual file:
Quote: <?xml version="1.0" encoding="UTF-8"?>
<CreatureVisual>
<CreatureNameFileRef href="/Text/Game/Creatures/Necropolis/3rd/Banshee_Name.txt"/>
<CreatureAbilitiesFileRef href="/Text/Game/Creatures/Necropolis/3rd/Banshee_Abils.txt"/>
<DescriptionFileRef href="/Text/Game/Creatures/Necropolis/3rd/Banshee_Desc.txt"/>
<Icon/>
<Icon32/>
<Icon64/>
<Icon128 href="/UI/H5A2/Icons/Creatures/Necropolis_second_upg/Banshee.(Texture).xdb#xpointer(/Texture)"/>
<AnimCharacter href="/Characters/Creatures/Necropolis/AlternativeUpgrade/Banshee.(Character).xdb#xpointer(/Character)"/>
<DeadCharacter/>
<AnimShot/>
<SummoningEffect/>
<DamageEffect href="/GameMechanics/CreatureDamage/Necro_Hits2.xdb#xpointer(/CreatureDamage)"/>
<TeleportingMove>
<Use>false</Use>
<StartEffect/>
<FinishEffect/>
</TeleportingMove>
<Win3DView/>
<MountPoint>
<x>-0.000405721</x>
<y>-0.120195</y>
<z>2.09086</z>
</MountPoint>
<MountBone>Chest</MountBone>
</CreatureVisual>
Follow this link:
<AnimCharacter href="/Characters/Creatures/Necropolis/AlternativeUpgrade/Banshee.(Character).xdb#xpointer(/Character)"/>
Open the Banshee-arena file:
Quote: <?xml version="1.0" encoding="UTF-8"?>
<AnimSet>
<animations>
<Item>
<Kind>attack00</Kind>
<Anim href="Banshee-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="Banshee-arena-death.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="Banshee-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="Banshee-arena-hit.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="Banshee-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="Banshee-arena-move.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="Banshee-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
<ExpSrcScene href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T6_Banshee/Banshee.mb"/>
<ExpSrcClipFolder href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T6_Banshee/Animations/Clip/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
Add the start and finish move lines. It should work.
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Sunjah
Hired Hero
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posted January 03, 2008 09:11 PM |
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Thanks, I was just coming here to say, "I FOUND IT, I FOUND IT" file "Characters/Creatures/Necropolis/AlternativeUpgrade/" is where I found it too, after seeing the connection in the visual file. Yikes, why did they put it there. Well, reagardless hopefully it should work now. I am going in to test it.
Thanks a bunch for the help. It seems like so much of my frustration comes from looking for these 3rd unit files (guess which zombie it was the other day?).
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Sunjah
Hired Hero
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posted January 05, 2008 04:16 AM |
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ivandolvich
Tavern Dweller
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posted April 11, 2008 12:26 AM |
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Great info guys thanks alot. Btw have any of u made maps yet that contain the death knight as a necro creature? Perhaps u know of one if you havent made any. Im looking to try out the death knight on a player made map, preferably with unique stats.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 11, 2008 12:49 AM |
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(With this mod installed, all maps ought to have the knights in the Necropolis...)
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Cleave
Promising
Famous Hero
Raging Blood
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posted April 12, 2008 11:30 AM |
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Quote: Great info guys thanks alot. Btw have any of u made maps yet that contain the death knight as a necro creature? Perhaps u know of one if you havent made any. Im looking to try out the death knight on a player made map, preferably with unique stats.
You can edit it yourself, look around, you'll find many threads that help with that (starting with the Moddin Wiki). If I can do it, no reason why you can't.
There is a flaw with this mod, in the Adventure Map you'll see the original icons of the stacks. If anyone can point me in the right direction I'd be more than pleased to make this visual conversion perfect.
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Blackdog
Tavern Dweller
a dog hero.. must be useless
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posted July 25, 2009 12:00 AM |
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Quote: Is that purple enough?
hm.. looks pink to me
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Cleave
Promising
Famous Hero
Raging Blood
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posted July 25, 2009 10:04 AM |
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Quote:
Quote: Is that purple enough?
hm.. looks pink to me
If you want you can use the regular Death Knight so they will look red (just switch the image files in the archive).
I went for the purple/pink look to blend with the unmodded Necropolis alt upgrades (i.e. Poltergeists).
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13 Heroes
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Disturbed-Gnu
Supreme Hero
Pro Bacon Vodka Brewer
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posted July 26, 2009 05:28 PM |
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I like Knights at tier 7 ;p but i also like the NCF knights
So if i download the knights, can you make the dragons replace NCF knights?
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Cleave
Promising
Famous Hero
Raging Blood
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posted July 26, 2009 11:34 PM |
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Quote: I like Knights at tier 7 ;p but i also like the NCF knights
So if i download the knights, can you make the dragons replace NCF knights?
I'm not familiar with NCF creatures and I haven't modded anything for H5 in a long time... That being said I can have a look at the files. Correct me if I'm wrong, but you are looking to switch between an NCF creature and a Necropolis creature, is that correct?
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13 Heroes
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Disturbed-Gnu
Supreme Hero
Pro Bacon Vodka Brewer
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posted July 27, 2009 11:37 AM |
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Quote: but you are looking to switch between an NCF creature and a Necropolis creature, is that correct?
Yes! So i have knights as tier 7 in the necropolis, and dragons as tier 6 NCF's instead of having 6 knights in the game..
So yes, switch them ;p
Quote: I'm not familiar with NCF creatures and I haven't modded anything for H5 in a long time
Not for along time? I love this mod ;p
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Cleave
Promising
Famous Hero
Raging Blood
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posted July 27, 2009 12:39 PM |
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Quote:
Quote: but you are looking to switch between an NCF creature and a Necropolis creature, is that correct?
Yes! So i have knights as tier 7 in the necropolis, and dragons as tier 6 NCF's instead of having 6 knights in the game..
So yes, switch them ;p
In my first mod I already used Dragons instead of regular Death Knights (visual conversion, no stat change).
If you want me to have a look at the files and try to use NCF knights as tier 7 and Dragons as tier 6 NCF you have to give me a link to the NCF creature you want to use (and exact references because as of now it's not that clear... besides the Necropolis creature exists in three version so if you want to use the NCF Knight you have to provide three different models in order to switch them).
Of course I don't even know how this will impact on the NCF mod since I've never used any of the NCF creatures so I'm not promising anything.
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13 Heroes
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Fire_Master
Tavern Dweller
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posted August 03, 2009 03:02 PM |
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Quote:
Quote:
Quote: but you are looking to switch between an NCF creature and a Necropolis creature, is that correct?
Yes! So i have knights as tier 7 in the necropolis, and dragons as tier 6 NCF's instead of having 6 knights in the game..
So yes, switch them ;p
In my first mod I already used Dragons instead of regular Death Knights (visual conversion, no stat change).
If you want me to have a look at the files and try to use NCF knights as tier 7 and Dragons as tier 6 NCF you have to give me a link to the NCF creature you want to use (and exact references because as of now it's not that clear... besides the Necropolis creature exists in three version so if you want to use the NCF Knight you have to provide three different models in order to switch them).
Of course I don't even know how this will impact on the NCF mod since I've never used any of the NCF creatures so I'm not promising anything.
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ChaosReigns
Hired Hero
Rather inept necromancer
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posted August 12, 2009 10:16 AM |
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If I may ask a question (without starting a new thread, as I'm not sure it would be warranted):
How would one go about replacing the tier 7 Wraiths in this mod with vanilla undead dragons (stats and all)? Would anyone be kind enough to provide me with the information, or point me in the right direction with regards to what tutorials I would need to read, to do this?
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Cleave
Promising
Famous Hero
Raging Blood
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posted August 12, 2009 04:39 PM |
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Quote: If I may ask a question (without starting a new thread, as I'm not sure it would be warranted):
How would one go about replacing the tier 7 Wraiths in this mod with vanilla undead dragons (stats and all)? Would anyone be kind enough to provide me with the information, or point me in the right direction with regards to what tutorials I would need to read, to do this?
I posted three different versions in my original post, check the last one: http://rapidshare.com/files/80907868/knightsnotwraiths.h5u.html that should be what you're looking for (knights instead of wraiths and dragons as tier 7).
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13 Heroes
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cotillion
Hired Hero
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posted August 12, 2009 04:54 PM |
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This Mod is great! I use the Dark Knight=Tier 6 & Wight=Tier 7 version.
Still on the adventure map the Tier 7 neutrals appear as Bone Dragons and the tier 6 as wights (only the map icon, the creature itself is correct when you attack them)
Have you solved this visual prob, yet?
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