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Heroes Community > Heroes 5 - Modders Workshop > Thread: Question and Answer Topic: Modder's Workshop
Thread: Question and Answer Topic: Modder's Workshop This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
mboswi
mboswi

Tavern Dweller
posted December 02, 2007 04:18 PM

Hi everybody. I wish this is the correct topic to post this question.
When you are in the main menu of the Tribes of the East there is an animated combat as background. I dont like it, it slows down mi pc. It is possible to change it? I would like to place an static background (a HOMM wallpaper or something like that) or even nothing. Anything but this horrible animated background.

Thanks a lot.

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 02, 2007 07:11 PM
Edited by sfidanza at 19:11, 02 Dec 2007.

Yes, it is possible. Ilve published various mods doing that, with static images or the town fly-by animations. There is even a mod to change ToE menu anim by the one from HoF or H5.
Do we have the links somewhere here on HC?
If not, can someone post the list?

@BigJocker: can we have a look at your mod to see what's not working?

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 02, 2007 07:53 PM

@BigJocker: can we have a look at your mod to see what's not working?


Ok it's HERE. It does such things:
1.Changes Shadow Dragon into Red Dragon (recolored texture, changed name)
2.Changes Red Dragon into Darkness Dragon (Recolored texture, changed name)
3.Changes Emerald dragon into Gold Dragon (recolored texture, changed name)
4.Changes some names of the creatures to original H3 creatures names, some are only simplified names.
5.Changes spells names to original H3 names.

The only thing that doesn't work is recolored icons.

Well take a look. (I'm using a plugin for photoshop for dds files)
____________
HoMM3Lite

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Mlai
Mlai


Adventuring Hero
posted December 02, 2007 09:06 PM

Hi, ppl.

I think this is the thread I should ask this... I'm trying to learn how to mess with color palettes of creatures.  I've never done this before, but I have used Photoshop and other Paint programs before for drawing comics etc.  Please tell me:

1. What files do I need to mess with, and in which folders?
2. I'm gathering that any good Paint program can open these files in question?
3. The visual mods are created the exact same way as stats-modifier mods, I gather?  Zip with WinZIP, change to .h5u, finished.  Right?
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted December 02, 2007 09:11 PM

1.  What do you need to change?

2.  They are in .dds format.  There's a Photoshop plugin you can get, or use DDSCv.

3.  Right

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mboswi
mboswi

Tavern Dweller
posted December 02, 2007 09:46 PM

I need to change de main menu animated background to a not animated one, even an all-black background. I don't care about it.

Once again, thank you a lot.

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 02, 2007 09:52 PM

@BigJocker:
The Darkness Dragon icon works correctly.
For the Red and Gold Dragon icons, there are 2 bugs:
- the path should be "Textures\Interface\CombatArena\Faces\Dungeon" (Faces\ is missing)
- the 55x55 icon is missing in both cases (it's the one which appear in the hire panel). Note that in ToE, only the 128x128 icon could be supplied, but here the CreatureVisual file still specify the 4 different icons.

Apart from that, you also have MipMaps in your dds, which are not necessary? Check the "No Mip Maps" option when saving in Photoshop. This doesn't prevent the icon to work though.

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 02, 2007 09:59 PM

Quote:
@BigJocker:
The Darkness Dragon icon works correctly.
For the Red and Gold Dragon icons, there are 2 bugs:
- the path should be "Textures\Interface\CombatArena\Faces\Dungeon" (Faces\ is missing)
- the 55x55 icon is missing in both cases (it's the one which appear in the hire panel). Note that in ToE, only the 128x128 icon could be supplied, but here the CreatureVisual file still specify the 4 different icons.

Apart from that, you also have MipMaps in your dds, which are not necessary? Check the "No Mip Maps" option when saving in Photoshop. This doesn't prevent the icon to work though.


Ok...I see.

1.Try Darkness dragon's icon with low quality game. It looks correctly only in High quality.
2.Somehow I cannot save 55x55 icons after recoloring.

And I don't use Mip Maps
____________
HoMM3Lite

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted December 02, 2007 10:16 PM

I can't save them as 55x55 either luckily there's a way around it You just copy the 55x55 image and paste them on a 64x64 image, be sure it's in the top left, if the xdb file is still set to a 55x55 icon only the pasted image will be seen ingame.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 02, 2007 10:20 PM

I already fixed everything. now everything works. Thanks guys
____________
HoMM3Lite

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 02:51 AM

Quote:
I can't save them as 55x55 either luckily there's a way around it

If you use photoshop, my guess is that in the DDS save box, you selected "Volume Texture" in the select box on the left. Select "2D Texture" and it will save 55x55 textures as well.

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WarPriest
WarPriest


Hired Hero
posted December 03, 2007 07:34 AM

Hi, i'm new and a big noob, i need help

i dont have ToE or HoF, but i want to be make the archangel look like the seraph/fallen angel. I read some ways on how to change the texture, but i really didn't understand.

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sfidanza
sfidanza


Promising
Supreme Hero
posted December 03, 2007 04:01 PM

What didn't you understand? The photoshop editing? the packaging? the xdb editing?
Did you try to make a very simple mod (like changing the creature name), to get around extracting the files and packaging the .h5u?

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skullman
skullman


Famous Hero
banned
posted December 03, 2007 06:09 PM

Can anybody tell me how too make a mod
____________

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guarder
guarder


Supreme Hero
posted December 03, 2007 06:32 PM

What shall you mod?
____________

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skullman
skullman


Famous Hero
banned
posted December 03, 2007 06:34 PM

like new music
____________

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted December 03, 2007 08:29 PM

I have a problem with scripting, the script I'm making is rather though so I expect that only sfidanza can help me.

function CustomCombat1(heroname, objectname)
print("Creature is attacked, sequence started")
Mastery = GetHeroSkillMastery(heroname, SKILL_LEADERSHIP) * 10
print("Points for Leadership are ",Mastery)
if HasHeroSkill(heroname, PERK_DIPLOMACY) == true then
Diplomacy = 30
end;
print("Points for Diplomacy are ",Diplomacy)
OtherNumber = random(60) + 1
print("Points for Random are ",OtherNumber)

if (Mastery + Diplomacy + OtherNumber) >= 100 then
SetMonsterCourageAndMood( objectname, PLAYER_1, MONSTER_COURAGE_ALWAYS_JOIN, MONSTER_MOOD_FRIENDLY)
SetObjectEnabled(objectname, true)
Diplomacy = 0
sleep(2)
MakeHeroInteractWithObject(heroname, objectname)
else
print("You don't have enough points to make them join you")
StackCount = 0
types = {}
types[1],types[2],types[3],types[4],types[5],types[6],types[7] = GetObjectCreaturesTypes(objectname);
for index, type in types do
if ( type ~= 0 ) then
StackCount = StackCount + 1
Stack[StackCount] = type
Amount[StackCount] = GetObjectCreatures(objectname, Stack[StackCount])
end;
end;
print("The total amount of stacks is ",StackCount)
if StackCount == 1 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], nil, "Aftermatch")
elseif StackCount == 2 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], nil, "Aftermatch")
elseif StackCount == 3 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], Stack[3], Amount[3], nil, "Aftermatch")
elseif StackCount == 4 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], Stack[3], Amount[3], Stack[4], Amount[4], nil, "Aftermatch")
elseif StackCount == 5 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], Stack[3], Amount[3], Stack[4], Amount[4], Stack[5], Amount[5], nil, "Aftermatch")
elseif StackCount == 6 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], Stack[3], Amount[3], Stack[4], Amount[4], Stack[5], Amount[5], Stack[6], Amount[6], nil, "Aftermatch")
elseif StackCount == 7 then
StartCombat(heroname, nil, StackCount, Stack[1], Amount[1], Stack[2], Amount[2], Stack[3], Amount[3], Stack[4], Amount[4], Stack[5], Amount[5], Stack[6], Amount[6], Stack[7], Amount[7], nil, "Aftermatch")
end;
end;
object = objectname
end;

function Aftermatch(heroname, result)
if result ~= nil then
RemoveObject(object)
end;
end;

while 1 do
sleep(5)
for i = 1,10 do
if IsPlayerWaitingForTurn(PLAYER_1) == nil and IsObjectEnabled(Creature) ~= nil then
print("It's player 1's turn")
SetObjectEnabled(Creature, nil)
Trigger(OBJECT_TOUCH_TRIGGER, Creature, "CustomCombat1")
end;
end;
end;

There is a problem with this function, for some reason eacht time when I attack a Creature the sequence triggers twice so when a Creature wants to join me and I press "Join" the script crashes because there is no such Creature anymore. I don't have a clue what's causing it can someone help me?
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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guarder
guarder


Supreme Hero
posted December 03, 2007 08:36 PM

Quote:
like new music

This may be the easiest mod.
Just take the music you want, and name it what you want it to. Ex: Town-Acedemy. Put the music in the folder and remove your old. Remember to save your old file somewhere on your computer if you want it back
____________

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Maurice
Maurice

Hero of Order
Part of the furniture
posted December 03, 2007 09:48 PM
Edited by Maurice at 21:50, 03 Dec 2007.

Shouldn't this ...

if ( type ~= 0 ) then

actually read

if ( types[index] ~= 0 ) then

?

Same for this one, by the way: Stack[StackCount] = type as opposed to what I think it should be: Stack[StackCount] = types[index]

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InfernoX880
InfernoX880


Promising
Famous Hero
posted December 03, 2007 10:02 PM

EXP?

Hey guys. I was wondering if any of you could tell me where to find the experience values required for leveling up. By this I mean the thing where LV 2 needs 1000 EXP and so on. I know I could mod the amount of EXP creatures give, but that doesn't serve my overall goal. Any help?
____________

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