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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 12, 2017 10:24 AM |
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Quantomas said: Just to make it clear, XML has plenty of techniques to split definitions into parts.
I tried a few manual, and also xmlsplit software. But actually what it does is what I did manually.
Not sure how the binary looks for files in the RPGstats folder but I am still on a failure streak .
Even if it worked the worse part is the syntax of the xml. Everything is in one big root tree called RPGSTATS and drills down many levels from there. It would have been way easier to split if the structure was flatter.
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Quantomas
Responsible
Famous Hero
AI Wizard
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posted July 12, 2017 06:27 PM |
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I doubt it was produced manually. But it was rather a way to make the database moddable.
Of course, you can always create your own files in any format you like and then build a tool that compiles these into the .xdb.
Message to a moderator: Posting to this thread produces a server error 500 and the thread doesn't update properly.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 15, 2017 10:15 PM |
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Thank you for the tips. I need to dig deeper into that but will leave it for later stages of development.
Another question, I believe people have asked you many times if adding a new town is possible which I know it is hard has many stuff to be contemplated and so on.
While digging into NCF and working on the Sanctuary mod I got a different perspective for the 9th town implementation that can be a lot easier.
Is it possible to clone an existing town as 9th town?
For example what if Sylvan town could be cloned to a 9th slot ?
Using this as a base later people can modify those towns into a newer ones using the original towns special features (Santuary mod for example).
Thus at the end you have a fully functioning 9th city without boggling too much with the game fundamentals.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 29, 2017 08:19 PM |
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I have been working on changing some creature animations like for instance giving the colossus the titan's call lightning animation. But the _(AnimSet) folder doesn't feature all factions, much less all creatures! There is no stronghold or fortress there and academy doesn't have rakshasa rani or others. Where did Nival put those?
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Map also hosted on Moddb
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Ereinion156
Adventuring Hero
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posted July 29, 2017 08:58 PM |
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Oh, how I hate Nival's way of sorting stuff...
Well, I'm not quite sure, but I think (and it defies any logic, so that makes it a likely spot for Nival employees to save it) at least some Anim_Sets for dwarfs and Orcs are actually under CharactersCreatures and then in the subfolders of the creatures itself.
EDIT: I just checked there and I noticed that the files there do not have an "Anim_Set" in brackets after the file name, but they are simply named [creature name]-arena.xdb
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 29, 2017 09:42 PM |
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No way, you're right! Found how to add dash animation to rakshasas and the rest should be easy to find, thanks a lot.
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Map also hosted on Moddb
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 20, 2017 01:42 PM |
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@Quantomas, is it possible to make all infernal NPC creatures on the map to be able to gate even without them having a hero without this ability?
Also is it possible to change the gating mastery for those creatures (for example nightmares and pitlords require master gating to be able to do so)?
Forget about the balance thing. I would like to know if it is possible and how to do it, and then it will be tweaked. Cheers.
P.S. there can be something like a week of Chaos which enables all infernal NPC creatures to gate. That will be fun!
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 27, 2017 02:55 PM |
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@dredknight: I'm sorry to interrupt but your questions don't make any sense. Without the source code this is not possible and you already know that.
With the source code ANYTHING and EVERYTHING is possible as long as the people who have the source code are interested in working on it. So if your question to Quantomas is to do some random work for you unrelated to the huge amount of work he is currently doing then you should rephrase it as such. But don't get your hopes up too much
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 27, 2017 07:16 PM |
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@Magno I will take that jab ;D.
Yes it is true I know those things but I wasn't descriptive enough in my request. I was wondering if if is easy to do, for example if the game checks for a specific value in the beginning of the battle.
So if it is just one value it can be hex edited.
I know Q work is tough and I wish him well .
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 04:12 AM |
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Custom Creature Making
I am new to the HoMM V modding. I started researching on it when I first saw this site months ago. I was a big fan of H4 and H5 but I was wondering if I could ever make some changes to the game assets to make it interesting. But after encountering many other games I finally understood the concept of modding. Actually I want to create my own version of Dread Knight, using the textures and models of Death Knight. So I need a complete guidance here to make a completely new creature. I just want to get some rough idea about the creature making mechanics.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 21, 2017 08:54 AM |
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Hello Red_lighting!
Welcome to the forum . Are you a 3D texture designer? I can help you with the knowledge for the creature. I need some time to prepare a quick guide will let you know.
Cheers
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 21, 2017 09:48 AM |
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@dredknight: There is already a complete wiki on making creatures, that sounds like a waste of your valuable time:
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/modding_tutorials:modding_animations?idx=modding_tutorials
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 02:42 PM |
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Thanks to you guys a lot. I was exploring the NCF Utility which was recently released.In that, i liked a lot of creatures and wondred how they are modded( or created javascript:bbcode('')).
I found out that they are quite the hybrid s of the homm V core units. That made my work easier. I then thought that if I were to create a custom unit Dread Knight using the models and game mechanics of the Death Knight and some of the abilities of the other creatures like those NCF ones, then can I make my Dread Knight(using Death Knight) cast spells on the enemies. I wonder if it will require some more modding like animation of other caster creatures. And if I create a .PAK file of my unit, then how should I store in the data folder so as to be used by the MMH5.5 NCF editor
Well I guess I am having some small doubts regarding the Modding. And I would gladly join your community for any future projects. I have some ideas but I guess they can be implemented together
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 21, 2017 02:57 PM |
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 06:17 PM |
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I am really excited for this
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 06:23 PM |
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I just wanna know whether I can make my creature a part of the NCF Utility or I have to store them as a separate package.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 21, 2017 06:29 PM |
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Red_Lightning said: I just wanna know whether I can make my creature a part of the NCF Utility or I have to store them as a separate package.
Patience is a virtue . You have all you need to make your creature. Adding it to the utility will be piece of cake after the new release whenever it happens.
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 06:38 PM |
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Yup
Well I was thinking 8 factions aren't enough. I mean can't we create more factions and add to the MMH5.5
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 21, 2017 07:00 PM |
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Red_Lightning
Tavern Dweller
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posted September 21, 2017 07:31 PM |
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I guess the NCF creature are just placed in the maps or are randomly generated. But I have a question. If possible then can we create custom dwelings and make it available for recruiting Neutrals as well as NCF units.It will definitely add some more twists to the game. Suppose Arpocalyse Knight (NCF) is available for recruitment at a custom dwelling using the in game dwelling textures or custom ones. If the custom town creation needs the codes from bisoft then what about the custom dwellings.
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