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Heroes Community > MapHaven Guild > Thread: Heroes 5 Map Editor Help and Tips...
Thread: Heroes 5 Map Editor Help and Tips... This thread is 43 pages long: 1 10 20 ... 24 25 26 27 28 ... 30 40 43 · «PREV / NEXT»
rdeford
rdeford


Known Hero
Wyld Mapper
posted January 03, 2010 10:07 PM

Quote:
i don't quite understand...can you please write to me some examples of the script? i don't quite understand that function...


H5 scripting is a BIG topic, well beyond the scope of a quick reply if you do not already know the basics. So, before I go into more detail, please download:

The Basics of Heroes V Scripting ver. 2.0 for H5, HOF, & ToTE

From:

http://www.celestialheavens.com/viewpage.php?id=567

Reading this guide should take a about two hours of your time. If you still cannot see how to use the function, then repeat your question on this forum and I will help more.
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Mage of Soquim

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 09, 2010 09:16 PM

Ok, now I have a question.

In the Tools Panel, there is a bracket called Fills. With this option, I can fill regions with different types of trees.

And here is my question: Is it possible to edit these 20 filltypes or create a new one with my own objects ?

Thanks in advance

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 10, 2010 03:16 PM

Quote:
Ok, now I have a question.

In the Tools Panel, there is a bracket called Fills. With this option, I can fill regions with different types of trees.

And here is my question: Is it possible to edit these 20 filltypes or create a new one with my own objects ?

Thanks in advance


No. That's the simple answer.

However, as with most things in H5, there is a complex answer, but even it doesn't really give you what you desire. Basically, it is possible to "clone" an object and alter the clone's properties such as its graphical skin, size, and so forth, but the process is fairly complex. For example, you could get a single tree to look like a ballista, but, even so, I don't believe that you could get a filltype that would fill a region with ballistas.

There are a few posting on the Celestial Heavens forums that detail the clone and modify process and explain how to avoid the unintended consequences that plague the process. I don't remember where these postings are, but, as I recall, Grumpy Old Wizard gave step by step instructions. You can likely find those instructions by searching for postings by him.


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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 12, 2010 07:54 PM

Sad

I asked about 5 questions in the modding forum about getting some things, but hardly nothing works.
And even this simple Fill-Scripting thing is not possible? I could cry ^^

Quote:
but, even so, I don't believe that you could get a filltype that would fill a region with ballistas.

Well, that would work, i thought of palm trees (not ballistas ), but if I change a normal tree for example, it will affect all other existing maps as long the map is in the map folder, I tried that.

Quote:
There are a few posting on the Celestial Heavens forums that detail the clone and modify process and explain how to avoid the unintended consequences that plague the process. I don't remember where these postings are, but, as I recall, Grumpy Old Wizard gave step by step instructions. You can likely find those instructions by searching for postings by him.

Hey, thx, but I already know that stuff. And maybe, in some domains of the editor, I know more than Grumpy Old Wizard

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 12, 2010 08:10 PM

Quote:
but, even so, I don't believe that you could get a filltype that would fill a region with ballistas.

Well, that would work, i thought of palm trees (not ballistas ), but if I change a normal tree for example, it will affect all other existing maps as long the map is in the map folder, I tried that.



If the clone and modify process is done correctly, the mod will not affect the other maps in the Maps folder. Again, there is a thread in the Celestial Heavens forums that goes into details on this issue. It was initiated by Franzy but it also has a few pertinent comments by me and others. Take a look and happy modding to you.
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Mage of Soquim

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 14, 2010 02:31 PM

rdeford I don't mean this.

I know how to create objects without affecting other maps, but I don't know how to create a new filltype.
So, I have to edit the objects a filltype uses. So that you can follow me, I will show you my progress, with the filltype Test1, because it these objects are least used on maps.

1. thing I see is that this filltype uses three different objects, Bush_08, Bush_09 and Bush_10.


2. is, I change the objects models. I change them to a palm tree, a stone and a farn:



3.  is, I try the filltype Test1 again...


and 4., we see the result: A 'new' filltype:



And that does affect other maps. That's why I posted this question if it would be possible to edit filltypes, because it would make mapping ways easier.


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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 14, 2010 07:16 PM

Quote:
rdeford I don't mean this.

I know how to create objects without affecting other maps, but I don't know how to create a new filltype.
So, I have to edit the objects a filltype uses. So that you can follow me, I will show you my progress, with the filltype Test1, because it these objects are least used on maps.

And that does affect other maps. That's why I posted this question if it would be possible to edit filltypes, because it would make mapping ways easier.




Now I understand the problem. Sorry, I am a lot better with H5 scripting than with modifying the H5 map objects. In my ignorance, what I am suggesting is to clone each of the objects used in the filltype, then modify the properties of the clones in the safe manner. Of course, you would also have to change the fill tool so that it refers to the clones instead of the original objects, and I don't know how to do that. I have a hunch that it is not possible, but I could be wrong. Maybe someone out there in the forum knows more than I do. Oh, BTW, I think this is a very good idea and I hope you come up with the answer.
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Mage of Soquim

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v1adimir
v1adimir

Tavern Dweller
posted January 14, 2010 11:01 PM

Hi, everyone!
Could anyone explain me how to set a level cap for a map?
Thanks!
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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 15, 2010 12:42 AM

Quote:
Hi, everyone!
Could anyone explain me how to set a level cap for a map?
Thanks!


See my answer to your post over in the CH forum.
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Mage of Soquim

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v1adimir
v1adimir

Tavern Dweller
posted January 15, 2010 02:52 AM

Quote:
Quote:
Hi, everyone!
Could anyone explain me how to set a level cap for a map?
Thanks!


See my answer to your post over in the CH forum.


Thanks!
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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 17, 2010 08:54 PM

@rdeford:
So I do ^^
I think I have to ask (again ) a question about that in the modder section, but until now they couldn't answer any of my questions...

Maybe I just want too much

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 17, 2010 09:08 PM

Quote:
Maybe I just want too much


Without want, there is no get.

In my maps, I tended to use the objects that were directly available and use scripting to give the maps a customized look and feel. Consequently, I didn't learn a lot about object mods. Hopefully, some of the mod experts will respond. Anyone?
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Mage of Soquim

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 18, 2010 03:57 PM

Yeah, I'll look for a solution.

In the meantime, I have another (i hope more simple) question:

How high can you come with the bog tool when raising the terrain?

I mean, is there any limit and did someone found it? Because I plan something really... big

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 18, 2010 06:39 PM

Quote:
Yeah, I'll look for a solution.

In the meantime, I have another (i hope more simple) question:

How high can you come with the bog tool when raising the terrain?

I mean, is there any limit and did someone found it? Because I plan something really... big


I think you mean the Bulk tool. I have not found a height limit. I created a VERY tall volcano in my King's Quest map that had a ramp leading up to the rim where you could ride around and see the whole map-world from above. I thought it was really cool. Trouble  is, really high terrain slows the game down for the players. I got some complaints that traveling around on the map was so slow that it was unplayable on some computers. So, while the editor didn't seem to impose a theoretical height limit on me, the computers that run the game do impose a practical limit. You might desire to open the King's Quest map in the editor to see that practical limit is.
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Mike80D
Mike80D


Famous Hero
Map Maker
posted January 19, 2010 08:08 PM

Hello, I'm new to the community but have spent years playing the game and a week or two learning scripts, etc.  I'm hoping to get some help with one specific script function that I just can't get to work.

The SetAmbientLight function will not work for me.  I think it's essentialy b/c I don't know EXACTLY what to type for the type of light, and the only places I've seen this function referenced is on non-english forums.  All I want to do is trigger the SetAmbientLight  upon entering a region (i.e. entering a graveyard triggers Dungeon Light).  I can get the trigger to work, but what is the exact code if I want to utilize only the main types of lighting (Haven, Necropolis, Dungeon, etc)??  

Thank you a ton in advance for any help on this.  

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Mike80D
Mike80D


Famous Hero
Map Maker
posted January 19, 2010 08:12 PM

Quote:
It's an effect. I'm pretty sure he used the clouds of the Cloud Temple. To get it, make a new Object and give it this effect:
Effect:Effects\_(Effect)\Towns\Academy\CloudTemple_G

and this for the Upgrade:
Effect:Effects\_(Effect)\Towns\Academy\CloudTemple_G (2)

You can use the clouds of the spellshop as well, in my opinion they work better.
Oh, and you really shouldn't let it be with white clouds. Change textures and you'll get really cool clouds:




This was something real fun and worthwhile to learn.  I think I've also found a very quick way to create an identical object that is map specific (takes about 5 seconds).

However, I couldn't figure out how to change the textures that you referenced.  I was able to change the effect, etc though.  Would I do this by adding a pointlight?

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted January 21, 2010 04:11 PM

@rdeford:
Quote:
I think you mean the Bulk tool.

Yeah, silly me ^^
I looked at your map and... you call that tall?

I wanna do something really big. I don't care about the AmbientLight because I will do that in the underground and it shall be black anyway, and additionally I put a big model around the map so that you won't see the borders when you are that high.
I won't have performance problems either, because there are just a few animated objects/effects on the map.

And how is it with the Dig tool? Since 3.1, I noticed that I cannot only go very high, but also very deep. Is there a limit?

@Mike80D:
Quote:
However, I couldn't figure out how to change the textures that you referenced.  I was able to change the effect, etc though.  Would I do this by adding a pointlight?

Well, it is a bit more complicated ^^
I'm very busy right now, but after my mapis done I will make a tutorial about that. Maybe fiur&co can help you with their methods.

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Mike80D
Mike80D


Famous Hero
Map Maker
posted January 21, 2010 04:37 PM

Quote:
@rdeford:
Quote:
I think you mean the Bulk tool.

@Mike80D:
Quote:
However, I couldn't figure out how to change the textures that you referenced.  I was able to change the effect, etc though.  Would I do this by adding a pointlight?

Well, it is a bit more complicated ^^
I'm very busy right now, but after my mapis done I will make a tutorial about that. Maybe fiur&co can help you with their methods.


Cool.  But if you get a minute can you at least linke your SetAmbientLight code?  It's the only thing I've been missing.  The textures can wait.  Again, I think I'm messing up the light reference in the "".  Is it the file path like "/Lights.." etc, the "c4m4" etc or something else?  It's driving me nuts that I can't get it to work.  lol.

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rdeford
rdeford


Known Hero
Wyld Mapper
posted January 21, 2010 05:05 PM

Quote:


Cool.  But if you get a minute can you at least linke your SetAmbientLight code?  It's the only thing I've been missing.  The textures can wait.  Again, I think I'm messing up the light reference in the "".  Is it the file path like "/Lights.." etc, the "c4m4" etc or something else?  It's driving me nuts that I can't get it to work.  lol.


As I recall, it is the path, and it is map-specific, but I wouldn't bet on it. Whenever you get stuck like this, open the scripts in the official maps that came with the game and do a search on the name of the function. Then you can see how they did the parameters  and work it into your code. Also, open the maps by Franzy and search his script, since he is the master of everything that is obscured for the rest of us.

NOTE: The developers created the functions we use in our scripts specifically to allow them to create the maps for the official campaigns. So, if you see a function, you know it is in their scripts someplace.

Oh, and the official campaign maps are unbundled and posted someplace on the Internet so you can indeed open them with the editor.
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Mike80D
Mike80D


Famous Hero
Map Maker
posted January 22, 2010 01:37 AM
Edited by Mike80D at 01:38, 22 Jan 2010.

Quote:
Quote:


Cool.  But if you get a minute can you at least linke your SetAmbientLight code?  It's the only thing I've been missing.  The textures can wait.  Again, I think I'm messing up the light reference in the "".  Is it the file path like "/Lights.." etc, the "c4m4" etc or something else?  It's driving me nuts that I can't get it to work.  lol.


As I recall, it is the path, and it is map-specific, but I wouldn't bet on it. Whenever you get stuck like this, open the scripts in the official maps that came with the game and do a search on the name of the function. Then you can see how they did the parameters  and work it into your code. Also, open the maps by Franzy and search his script, since he is the master of everything that is obscured for the rest of us.

NOTE: The developers created the functions we use in our scripts specifically to allow them to create the maps for the official campaigns. So, if you see a function, you know it is in their scripts someplace.

Oh, and the official campaign maps are unbundled and posted someplace on the Internet so you can indeed open them with the editor.


Thanks for the ideas.  I downloaded the two homm5 maps by franzy and he never used the script.  I also did a search through all campaign maps and it was only once used.  I tried to correlate the function to my map and it basically caused an error.  This is getting really frustrating b/c it should be so simple and is paramount to the success of my map.  

All I'm trying to do is have the lighting change in the world when player 1 (it's a single player map) enters a region.  That's fine if it changes the light everywhere and is permanent until he hits another region with a different SetAmbientLight.  

If there's any other advice you can give I'm all ears, and I appreciate it.  

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