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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 ... 8 9 10 11 12 ... 20 40 60 80 100 120 126 · «PREV / NEXT»
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 30, 2007 06:57 PM

Quote:
This thread could very easily get confusing...

@BJ: Put in a Ghost.  Press CTRL+SPACE and look to the left in a map editor.  You will see something called "Shared" with a box next to it.  Click that.  Then you will see two buttons apear at the far right of the box.  Click on the first one (not the one that says new) and the rest should be there.

It just doesn't work to me. I'm really newbie to the editor stuff. I better work with texts and textures from data.pak
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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted December 30, 2007 08:05 PM
Edited by Wulfstan8182 at 20:44, 30 Dec 2007.

how do I open a map from HoF map editor in TotE map editor? cause a i made a special map where there are all the creatures and i want to use it when i mod so i can see all of them.
Edit: P.S. i never knew radar is such a great type-charactor artist!
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eugen_cosmarul
eugen_cosmarul


Famous Hero
hey
posted December 30, 2007 08:38 PM
Edited by eugen_cosmarul at 20:45, 30 Dec 2007.

How can I add an effect like the fire on flame lord's hand on the mauler when the mauler doesn't even have an effects folder,where do I need to writethe lines of the effect I want to add?
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted December 30, 2007 11:06 PM
Edited by Gnoll_Mage at 17:45, 18 Apr 2008.

Quote:

This thread could very easily get confusing...


It's a shame having lots of separate question threads clogs up the forum, because I can see people's questions slipping past those who might be able to help because they're lost amongst all the other bits...

Quote:
@GnollMage:
Q1: the map editor only loads .pak files in data/, that you've taken care of. But did you try putting it in dataa1/ for the HoF editor?

Q2: in H5/HoF, creatures and heroes had two models. The combat (arena) was better defined (bigger textures), while the advmap was lower quality (smaller textures with less details at times). I assume they first made the smaller ones, and added the more detailed ones later.
In ToE, they (finally) figured out that they could use the better model for advmap as well.
Same for icons, that now only come in 128x128 flavor, and are resized by the game as needed.

Q3: in the Crystal Dragon thread, page 2, start from the end.
CharacterView is an obsolete remnant that is not used anymore as far as I know (even in H5).


Thanks very much, trademark usefulness Didn't think of putting it in the HoF data folder, I'll give that a go now
Edit: darn, it didn't work, guess I'll just have to edit the pak permanently / use the game.

Quote:

* the .exe also has a built-in check that the list has 180 items. This should also be updated.
The issue of course is to find the correct places where something should be changed. Crazypill did that for HoF .exe, and that's what is explained in Kronos tutorial on the wiki.


You don't by any chance happen to understand why this particular edit works, i.e. how someone worked out that was what needed doing? And why does it need the Russian file?
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 30, 2007 11:32 PM

Question

How can I change the functions of buildings which boosts creature growgh? I mean  I want to change which creature's growgh it boosts.
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HoMM3Lite

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted December 30, 2007 11:36 PM
Edited by Gnoll_Mage at 23:40, 30 Dec 2007.

Angel Wings stuff for DS if he still needs it (is this what you want?):

- Instance 0: ParticleInstance:Effects\_(Effect)\Characters\AngelWings_hero_move.(ParticleInstance)
- Model 0:
ModelInstance:Effects\_(Effect)\Characters\AngelWings_hero_move.(ModelInstance)
and then:
false, 1, 2.5



ParticleInstance:
- Light: L_NORMAL
- Particle: Particle:Effects\_(Effect)\Characters\AngelWings_hero_move.(Particle)
- EndCycle: 4
- Texture 0:
Texture:Textures\Effects\_Various\Glow05
- Texture 1:
Texture:Textures\Effects\_Various\SparkYellow01



ModelInstance:
Model:_(Model)\Effects\Characters\AngelWings_hero
BasicSkelAnim:_(BasicSkelAnim)\Effects\Characters\AngelWings_hero_move.(BasicSkelAnim)

More?
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted December 31, 2007 01:19 AM

Quote:
Possible to Change Skills?

Is it possible to modify skills, or are they hard coded? I'm trying to make the first aid tent heal 50% more per level, so it would cap out at 150 instead of 100, but I can't find anything from data.pak that seems to correlate to the current values. I found how to give it more shots, but I'd like to give it a little bump in power also.

Did I miss the file that lets me change it? I looked under the WarMachines in RefTables, and at spells and skills in GameMechanics.

Thanks for the help.


Here's a list of all files with the word "tent" in, might just be useful:
http://www.mediafire.com/?fn2zlrxbezw
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sfidanza
sfidanza


Promising
Supreme Hero
posted December 31, 2007 01:20 AM

@Zeebo13: I don't remember seeing this parameter anywhere either.
For other such skill tweaking, the place to look at is:
/GameMechanics/RPGStats/DefaultStats.xdb

@Radar: yes I think 6 spells par page is doable, by editing the spellbook interface. Look at /UI/SpellBook/SpellBook.(SpellBookDesc).xdb

@Wulfstan8182: you should be able to open your HoF map in the ToE editor.

@Gnoll_Mage: to load your mod in the map editor, try unpacked in dataa1/ or data/.
About editing ToE .exe to allow more creatures, see my thread about it.

@BIGJOCKER: I'm afraid you can't change which creature growth is increased by the horde buildings.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 31, 2007 03:13 AM

@GnollMage: Thanks, but the particles still flash on and off.
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How exactly is luck a skill?

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted December 31, 2007 04:57 AM

it says it might be corrupted or somthing.
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted December 31, 2007 11:34 AM

Question

Can i disable buildings in a towns?
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HoMM3Lite

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted December 31, 2007 09:08 PM

yea, if you open the map in the Map Editor you can disable them there.
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Brynjolfr
Brynjolfr

Tavern Dweller
posted January 01, 2008 02:04 AM

When an orcish Executioner or Chieftain strikes at an enemy, the "hit"-animation of the enemy is delayed for about two seconds (same issue with the "blood-splash"). How do I synchronize their attacks with the enemy's hit animation (and "blood-splash")? Should I change their "attack00.xdb"-scripts, and give them the same script as Slayers (who doesen't seem to have the same problem)? Or should I do otherwise?

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted January 01, 2008 02:55 AM
Edited by Wulfstan8182 at 08:18, 01 Jan 2008.

I love this thread, it is so helpful! anyway here is my question. Every time i change the texture of the creature, put it in the right folders in the right order, .h5u format, in the UserMODs folder AND in the data folder(so it works in the editor) and for some reason the textures are all screwed up, like this:

I was trying to make an Azure Dragon and for some reason it turned out to be golden, does anyone know what the problem could be?
EDIT: yes, the file in the data folder is a .PAK
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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted January 01, 2008 08:27 AM

Well the issue is probably your dds converter because I heard various people about a similar problem, I have never experienced this myself, but the answer is use a new dds converter I always use photoshop with its dds plugin.
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Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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Wulfstan8182
Wulfstan8182


Famous Hero
, eh?
posted January 01, 2008 08:35 AM
Edited by Wulfstan8182 at 09:05, 01 Jan 2008.

ok, thanks Kronos, knew you could help.
EDIT: and here is the finished product! i think he looks awesome, all credit to Kronos1000

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sfidanza
sfidanza


Promising
Supreme Hero
posted January 01, 2008 02:28 PM

@Wulfstan8182: is your map editor issue solved? (opening HoF map in ToE)

@BIGJOCKER: did Wulfstan's answer solve your building question?

@Brynjolfr: These files specify the OrcChief animation, not the target's reaction delay I'm afraid. Except maybe if you increase the anim SpeedFactor, but it may look weird.
If you test it, and let us know how it goes.

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bigjocker
bigjocker


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Supreme Hero
Forgotten but not Forsaken
posted January 01, 2008 02:40 PM

No. I want it to be disabled all the time in all maps.
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sfidanza
sfidanza


Promising
Supreme Hero
posted January 01, 2008 02:57 PM

Which building is it you want to disable?

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bigjocker
bigjocker


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Supreme Hero
Forgotten but not Forsaken
posted January 01, 2008 03:36 PM

The one that boosts pixie's growgh.
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HoMM3Lite

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