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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: QUESTIONS TOPIC - TECH HELP Centre - Lands Of Axeoth
Thread: QUESTIONS TOPIC - TECH HELP Centre - Lands Of Axeoth This thread is 11 pages long: 1 2 3 4 5 6 7 8 9 10 11 · «PREV / NEXT»
mciric
mciric


Hired Hero
posted February 03, 2019 09:11 PM

Hope that next link will be helpful for those who are interesting in designing new characters/creatures for game.
By researching about animations/rigging characters I found huge collection of 3d characters/creatures with ability to animate them, great tool:

[url=https://www.mixamo.com/#/]https://www.mixamo.com/#/[/url]


It implies that you posses some knowledge of 3d modelling and ability to set a camera in isometric view like in game.

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CTPAHHuK
CTPAHHuK


Adventuring Hero
krs.83@mail.ru
posted February 16, 2019 05:34 AM

We find Manual Addenda of Christoph Nahr. Who got it?
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Heroes
of might and magic 4 on-line
World Championships

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AlexWh
AlexWh

Tavern Dweller
posted May 05, 2019 03:29 PM

MR89 said:
Hi everyone and happy new year !

In a fit of nostalgia, I wanted to play Heroes 4 again. So I purchased and downloaded the Windows version of Heroes 4 (all expansions included) on GOG. I then installed the game on my Macbook Air using Wineskin. I was able to install and launch the game successfully, everything ran incredibly smooth, couldn't believe my luck...until the first battle, where everything became incredibly laggy.

What I noticed :
- Unit animations in combat are extremely jerky / choppy
- Everything seems to be slowed down, especially the projectiles which take forever to reach their targets
- As soon as the battle ends and I go back to the adventure map, everything runs fine again. So this lag occurs specifically during battles.
- It really is a big issue because it makes the game nearly unplayable during combat and takes away much of the enjoyment of the game (I hate the auto-combat feature)

What I tried :
- Changing the "combat speed" settings doesn't change anything
- Turning off animations in the game settings only affects the adventure map, which poses no problem to begin with, and has no effect on combat animations
- Running the game in different resolutions and / or in windowed mode had no effect either

Unfortunately some of the fixes I found on internet (running the exe file in 16 bits, Windows XP compatibility, etc.) are impossible to implement since I own a Macbook Air.

I'm hoping some people here are still active and still got love for this game (which is the best Heroes game for me, even though I know this is an unpopular opinion). Any help would be much appreciated !

Thanks in advance !


Hello! I have a same problem and I solve it pretty easy
In wine cfg you need add ddraw library


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Laati_Maticus
Laati_Maticus


Hired Hero
posted May 10, 2019 05:07 PM

Finally. As I can't make a topic, I'll dump my questions over here.

How are the skills decided that appear during a level-up? Is it skewed towards the skill trees you currently have? How the game decides what new main skill appears?

How spell damage is actually calculated? I tried to run some tests with Disintegrate, yet I didn't find constant results. (Tried different levels, different amounts of Sorcery. 0 luck.)

Why doesn't Sorcery affect all direct damage spells?

Is there a simple way to revert the Minotaur change of Equilibris? The increased block chance is a frustrating aspect of the units. The Equilibris team should have buffed the main stats, instead of upping the frustration.

Is there a situation where Nature faction is viable?

How come the AI manages to lose tier 4 units against low tier units when using quick combat?

Am I a heretic for liking H4 a lot more than H3?
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted May 11, 2019 04:22 PM

Laati_Maticus said:
Finally. As I can't make a topic, I'll dump my questions over here.

How are the skills decided that appear during a level-up? Is it skewed towards the skill trees you currently have? How the game decides what new main skill appears?


The skills you currently have, are the ones you most often will be offer when leveling up. Reaching certain levels opens the 2nd, 3rd etc new main skills being offered. A table file can be found within the game, which determine which skills are offered to which classes and the likeness of a new main skill. E.g. a Priest will never be offered Death Magic.

Laati_Maticus said:

How spell damage is actually calculated? I tried to run some tests with Disintegrate, yet I didn't find constant results. (Tried different levels, different amounts of Sorcery. 0 luck.)

Why doesn't Sorcery affect all direct damage spells?


I believe damage is calculated by the heroes level, attack and skills like sorcery vs the opponents defense. Magic resistance, spells, skills, artifacts may also affect damage values.

If you can name direct dmg spells Sorcery doesnt affect, it's easier to answer

Laati_Maticus said:

Is there a simple way to revert the Minotaur change of Equilibris? The increased block chance is a frustrating aspect of the units. The Equilibris team should have buffed the main stats, instead of upping the frustration.


You'll need to locate the change in the exe file and edit it. Not easy or simple.

Laati_Maticus said:

Is there a situation where Nature faction is viable?


??

Laati_Maticus said:

How come the AI manages to lose tier 4 units against low tier units when using quick combat?


It can depend on the number of units, nothing strange if eg. 100's tier 1 units kill a tier 4 unit. Also tier 4 units often have higher movement and speed, so they act first and AI often rush those forward, making the tier 4 unit the closet target. Nothing strange in that, just a lack of tactics from the AI. I'm guessing quick combat is some kind of calculated outcome.

Laati_Maticus said:

Am I a heretic for liking H4 a lot more than H3?


Nope you're not. Atleast not in the H4 part of the forum.
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Laati_Maticus
Laati_Maticus


Hired Hero
posted May 18, 2019 11:07 AM

Karmakeld said:

I believe damage is calculated by the heroes level, attack and skills like sorcery vs the opponents defense. Magic resistance, spells, skills, artifacts may also affect damage values.

If you can name direct dmg spells Sorcery doesnt affect, it's easier to answer


Did some testing with Disintegrate and Hand of Death. I kept the hero level the same, neither my hero or the enemies had luck. I only changed the amount of Sorcery.

I simply couldn't replicate the "Increases the hero's spell damage (with all magic types)." that Sorcery ought to give. I also couldn't make the spell damage formula of "Damage: 242 + 22 dmg/level + Sorcery" to match. The formula might be wrong though.

Although Hand of Death doesn't deal damage, but does "number of units" damage, thus might not be affected by Sorcery?

Karmakeld said:

??



Nature faction has always felt a bit.. meh. Even with summoning, I feel the faction is just an inferior Chaos.

Karmakeld said:

It can depend on the number of units, nothing strange if eg. 100's tier 1 units kill a tier 4 unit. Also tier 4 units often have higher movement and speed, so they act first and AI often rush those forward, making the tier 4 unit the closet target. Nothing strange in that, just a lack of tactics from the AI. I'm guessing quick combat is some kind of calculated outcome.



I tried to do the same combat myself. I tried it by just yolo-rushing the enemy and waiting before yolo-rushing. I simply could not get my own units killed. (I used the auto combat in the end of the 3rd scenario of the Pirate's daughter campaign, to clear neutrals after the AI armies had lost). I had GM Tactics, Master Offense, GM Defense and GM Leadership.
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mciric
mciric


Hired Hero
posted October 24, 2019 04:49 PM bonus applied by Galaad on 27 Oct 2019.
Edited by mciric at 16:55, 24 Oct 2019.

I have designed some new staff for game such as campfire, new lookout object, vine keg ...

So, I want to share my projects with you. How to do that, by opening a new thread or send it to someone?

new campfire:





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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 24, 2019 06:44 PM

Nice. You could make a thread with a download link, but if you want, you can also send it to me and I will release it.
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Never changing = never improving

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 25, 2019 07:10 PM
Edited by Karmakeld at 17:56, 27 Oct 2019.

mciric said:
I have designed some new staff for game such as campfire, new lookout object, vine keg ...

So, I want to share my projects with you. How to do that, by opening a new thread or send it to someone?

new campfire:







if you provide a link for download I can add them to the object package:
Heroes 4 objects package tread
H4 object package

EDIT: corrected the link the HC-H4 object package tread
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mciric
mciric


Hired Hero
posted October 27, 2019 06:09 PM

campfire link:
[url=http://www.mediafire.com/file/jwjbxolh58h02tx/campfire.rar/file]download[/url]

In case that campfire needs some adjustments for properly inserting in game feel free to contact me.
Also, I will ask you to send me the final file that I can insert in game. By that way I can truly see how my artwork reacts in game environment, should I change something or ...
If this test passed ok, the next artwork is key tent with spinning keys.
 

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 27, 2019 07:39 PM

mciric said:
campfire link:
download

In case that campfire needs some adjustments for properly inserting in game feel free to contact me.
Also, I will ask you to send me the final file that I can insert in game. By that way I can truly see how my artwork reacts in game environment, should I change something or ...
If this test passed ok, the next artwork is key tent with spinning keys.




It looks fine scrolling through the images. Do note, that compared to the original campfire, which consist of a mere 10 frames, it's seems a bit overkill for this to be in need of no less than 90 frames. That's gonna take some time to set up.
Also you should start with Frame 001, not 000. And finally unless you want the shadow to be non-transparent (as of now, the shadow will cover any object it is placed next to, which will look odd in game), you'll need to seperate the shadows in seperate frames named Shadow 001, Shadow 002 etc.

As for making the objects work in game, look here and here
I will try to help if needed..
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mciric
mciric


Hired Hero
posted October 27, 2019 08:49 PM




It looks fine scrolling through the images. Do note, that compared to the original campfire, which consist of a mere 10 frames, it's seems a bit overkill for this to be in need of no less than 90 frames. That's gonna take some time to set up.
Also you should start with Frame 001, not 000. And finally unless you want the shadow to be non-transparent (as of now, the shadow will cover any object it is placed next to, which will look odd in game), you'll need to seperate the shadows in seperate frames named Shadow 001, Shadow 002 etc.

As for making the objects work in game, look [url=http://heroescommunity.com/viewthread.php3?TID=44045&pagenumber=9]here[/url] and [url=http://heroescommunity.com/viewthread.php3?TID=44962]here[/url]
I will try to help if needed..


Ok, as I expected the campfire needs few adjustments.
Is there any limitation about the number of frames which artwork should contain? How many frames you need for a campfire?
Shadow to be pure black (RGB 0, 0, 0)? How it works, opacity of shadow will be automatically reduced by itself when it is inserted in the game?
I will separate campfire and shadow with naming conventions above than make new upload?
Thanks.

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 27, 2019 09:06 PM

Opacity of shadow should be set by yourself, in the pixels. I use 30% but I don't know the exact default game value. And it is all-black though I don't discard that colored shadows are possible. The main difference with a shadow and a normal image is that it always displays behind objects.

90 frame would work, what Karmakeld says is that perhaps it is a bit excessive. But I think objects can have up to 999 frames.
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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 28, 2019 12:48 PM
Edited by Karmakeld at 12:50, 28 Oct 2019.

mciric said:

Ok, as I expected the campfire needs few adjustments.
Is there any limitation about the number of frames which artwork should contain? How many frames you need for a campfire?
Shadow to be pure black (RGB 0, 0, 0)? How it works, opacity of shadow will be automatically reduced by itself when it is inserted in the game?
I will separate campfire and shadow with naming conventions above than make new upload?
Thanks.


I recommand you download this tool. It allows you to view most images/animations within the h4r files, and also you can view how the animations are setup. Then you can export the frames of any existing objects to ora format. Use a photoeditor which allows you to use multiple layers (I use Gimp).
Namerutan's ResourceHelper


If your object has only parts of it which is animated - you mentioned a tent with swinging keys - lets say the tent is static and only the keys are animated, then you can have a base_frame (and a base_shadow). This means frames will appear on top of that image.
As for the opacity of shadows, try looking at existing objects.
I've copied and exported two shadows in png, hope those are useful.
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mciric
mciric


Hired Hero
posted October 28, 2019 02:05 PM
Edited by mciric at 19:48, 28 Oct 2019.

campfire link: [url=http://www.mediafire.com/file/fvzgb5490gf1dcb/campfire.rar/file]download[/url]

I have separated artwork into 'base_frame', 'frame' and 'shadow'.
Now you can play and insert frames as you wish.
If you need something feel free to contact me.
One more question. Is it possible to control the animation speed of the inserted object or it is set by default with some value?

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Karmakeld
Karmakeld


Responsible
Supreme Hero
posted October 28, 2019 08:16 PM

mciric said:
campfire link: download

I have separated artwork into 'base_frame', 'frame' and 'shadow'.
Now you can play and insert frames as you wish.
If you need something feel free to contact me.
One more question. Is it possible to control the animation speed of the inserted object or it is set by default with some value?


I covered the matter of animation speedin this post
But in short, if you hex-edit it, it's the 3rd code. Else use iLiVe's ResourceEditor - you can get it here. It has a bar where you can change it. The highest is 7, the lowest is 1 I recall. The other tool shows the speed as a 3 digit value from 100 and up to 142 I recall.

If you're skilled at animating, perhaps I can ask you to take a look here
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mciric
mciric


Hired Hero
posted November 13, 2019 06:36 PM

For those who know how to insert/replace an object in game, is there any way to do that without 'hex editing'?

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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted November 14, 2019 06:49 AM

Use of current Ilive tool doesn't require hex editing, but you still must do many steps and use iother programs (such as GIMP) to get the object to work.
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mciric
mciric


Hired Hero
posted November 14, 2019 05:35 PM

NimoStar said:
Use of current Ilive tool doesn't require hex editing, but you still must do many steps and use iother programs (such as GIMP) to get the object to work.


I have installed 'H4ResourceEditor' from 'iliveinabox05'. Thanks.
Please, if you have free time to write briefly steps on how to import or replace an object in the game by using this software.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted November 14, 2019 06:33 PM

mciric said:
I have installed 'H4ResourceEditor' from 'iliveinabox05'. Thanks.
Please, if you have free time to write briefly steps on how to import or replace an object in the game by using this software.


I would start looking through the H4 Resource Editor thread. Probably start at the end and work your way backwards. I know there is a lot of stuff in there, so I'll try to take a look later and point you to specific posts if you don't find them first.

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