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Thread: how to change animation | |
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted November 18, 2006 01:33 PM |
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Edited by radar at 13:35, 18 Nov 2006.
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how to change animation
i have a little problem. is there possibility for changing creature animations? when modded creature (without 'caster' ability in original H5) cast a spell, its stupidly standing without any move. some of them has animation like that, for example liches and priests. i wish to change titan's special ability anmiation to spell casting animation. is it possible? and another question: can i change creatures' names? (f. e. squire to knight)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted November 18, 2006 07:05 PM |
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Changing creature names is really easy: You'll have to access the Texts.pak folder, and then go to the Text folder and then to the Game folder - or to show the path:
Heroes Of Might and Magic V > Data > Texts > Text > Game
In this folder, you'll find several folders of relevance - for instance, the 'Creatures' folder will contain the files with text for the description of each creature. Also, the 'Towns' folder will contain the files for the descriptions of the Dwellings, which you might also want to change to provide the correct names.
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About changing the animations, that's probably much more difficult. I don't know anything about those things, but my guess is, you'll have to be a pro, or very skilled, to work with those things.
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What will happen now?
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sfidanza
Promising
Supreme Hero
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posted November 25, 2006 05:51 PM |
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The creatures' entry points are the .xdb files in the
/GameMechanics/Creature/Creatures/
folders, sorted by faction.
That's the file you modded if you added spells to a creature already.
For example:
/GameMechanics/Creature/Creatures/Academy/Arch_Magi.xdb
There, you can follow the links to the CreatureVisual through the <Visual> element toward the end of the file. That should lead you to
/GameMechanics/CreatureVisual/Creatures/Academy/Arch_Magi.xdb
Then, the <AnimCharacter> tag will take you to the character animations, somewhere like
/Characters/Creatures/Academy/ArchMagi.(Character).xdb
For the battlefield animation like casting, refer to the <ArenaAnimSet> file:
/_(AnimSet)/Creatures/Academy/ArchMagi-arena.(AnimSet).xdb
There, you have the list of available animations for that creature. Each animation has a <Kind>, which is a keyword telling the game when to trigger it: cast, death, hit, idle00, move, attack00...
Obviously, you want to add a "cast" animation to your creature.
Now, all that was easy, now it gets more tricky:
- if you want to use an existing animation, everything is fine, just point to that file
- otherwise, you have to make your animation, and I can't help you more there. You'll have to add the resource in the /bin/animations/ folder and create the .xdb reference for it. Something like:
/_(AnimSet)/Creatures/Academy/ArchMagi-arena-cast.xdb
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dire
Tavern Dweller
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posted July 03, 2021 11:30 AM |
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Problems with casting animations for expansion units
Even if the animset is extracted from the data.pak file, the animset.xdb file of the expansion pack units cannot be found. It doesn't seem to exist except for the Inferno 3rd units. Is there a way for me to edit the animation of the expansion units?
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