Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile

Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: how to change animation
Thread: how to change animation

Legendary Hero
Castle/Haven player
posted November 18, 2006 01:33 PM
Edited by radar at 13:35, 18 Nov 2006.

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)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link

Undefeatable Hero
of Gold Dragons
posted November 18, 2006 07:05 PM

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.

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.

What will happen now?

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link

Supreme Hero
posted November 25, 2006 05:51 PM

The creatures' entry points are the .xdb files in the
folders, sorted by faction.
That's the file you modded if you added spells to a creature already.

For example:
There, you can follow the links to the CreatureVisual through the  <Visual> element toward the end of the file. That should lead you to

Then, the <AnimCharacter> tag will take you to the character animations, somewhere like

For the battlefield animation like casting, refer to the <ArenaAnimSet> file:

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:

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0247 seconds