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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 20 ... 24 25 26 27 28 ... 40 60 80 100 120 126 · «PREV / NEXT»
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted February 26, 2008 03:36 PM
Edited by bigjocker at 15:38, 26 Feb 2008.

Actually in my game it has a model, but can't show you now, because it only appears on generated map and it's not possible to put it with map editor. (Ofcousre it doesn't look like fire lake, more like a strange building, something like obelisk)
P.S.: Will anyone answer to my first question?
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fiur
fiur


Promising
Supreme Hero
Map Creator
posted February 27, 2008 04:10 PM

help....
does anyone knows the creature ID's for the orcs...??

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 27, 2008 04:18 PM

CREATURE_GOBLIN
CREATURE_GOBLIN_TRAPPER
CREATURE_GOBLIN_DEFILER
CREATURE_CENTAUR
CREATURE_CENTAUR_NOMAD
CREATURE_CENTAUR_MARADEUR
CREATURE_ORC_WARRIOR
CREATURE_ORC_SLAYER
CREATURE_ORC_WARMONGER
CREATURE_SHAMAN
CREATURE_SHAMAN_WITCH
CREATURE_SHAMAN_HAG
CREATURE_ORCCHIEF_BUTCHER
CREATURE_ORCCHIEF_EXECUTIONER
CREATURE_ORCCHIEF_CHIEFTAIN
CREATURE_WYVERN
CREATURE_WYVERN_POISONOUS
CREATURE_WYVERN_PAOKAI
CREATURE_CYCLOP
CREATURE_CYCLOP_UNTAMED
CREATURE_CYCLOP_BLOODEYED

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted February 27, 2008 04:58 PM

CREATURE_GOBLIN_TRAPPER = 118
CREATURE_CENTAUR = 119
CREATURE_CENTAUR_NOMAD = 120
CREATURE_ORC_WARRIOR = 121
CREATURE_ORC_SLAYER = 122
CREATURE_SHAMAN = 123
CREATURE_SHAMAN_WITCH = 124
CREATURE_ORCCHIEF_BUTCHER = 125
CREATURE_ORCCHIEF_EXECUTIONER = 126
CREATURE_WYVERN = 127
CREATURE_WYVERN_POISONOUS = 128
CREATURE_CYCLOP = 129
CREATURE_CYCLOP_UNTAMED = 130

I was looking for the "number"  found it thanx anyway!  

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BBird28
BBird28

Tavern Dweller
posted February 27, 2008 11:29 PM
Edited by BBird28 at 23:30, 27 Feb 2008.

couple of questions.

1. is it possible to add more than one specialization per hero?  So far i've only been able to add avatar of death as a second(as a spell). but i cant get any others to work.

2. is it possible to speed up/or replace the attack animation of the ranger shooting the bow?  it drives me nuts.

Last, i just want to say a big thank you to sfidanza for the combined ToTE campaign.

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted February 28, 2008 08:19 PM

It seems that nobody answers the questions here. But still:
Is it possible to add a new dwelling? (I.e. for neutral creatures)
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 28, 2008 08:24 PM
Edited by VokialBG at 20:24, 28 Feb 2008.

Quote:
is it possible to add more than one specialization per hero?  So far i've only been able to add avatar of death as a second(as a spell). but i cant get any others to work.


Quote:
It seems that nobody answers the questions here. But still:
Is it possible to add a new dwelling? (I.e. for neutral creatures)


Quote:
...or replace the attack animation of the ranger shooting the bow?


No...
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 28, 2008 08:29 PM
Edited by Cepheus at 20:31, 28 Feb 2008.

Quote:
Is it possible to add a new dwelling? (I.e. for neutral creatures)


It is.  Check out the MapObjects\(faction) folders in data.pak and work from there.

Quote:
2. is it possible to speed up/or replace the attack animation of the ranger shooting the bow?  it drives me nuts.


Yep, you can do that very easily in the Game Editor.  Let me know if you want more details.  Or you could use the casting one instead for example.  The Ranger would still have to shoot something though.

Quote:
Will anyone answer to my first question?


I would be glad to if I knew the answer... but I don't.  Sorry about that.
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 28, 2008 08:41 PM

Quote:
Quote:
Is it possible to add a new dwelling? (I.e. for neutral creatures)


It is.  Check out the MapObjects\(faction) folders in data.pak and work from there.


Hmm I think BJ mean dwelling for creatures like the Mummy of the wolf. You cant create new model for it and you cant put it in...
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 28, 2008 08:43 PM

Well no, you can't make new models, but you could make something pretty good with effects.  And you can sure put it into the game or Editor (the NCF guys are working on that right now).
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 29, 2008 04:28 AM

Is there any way to add the movement animation to any creature while its turning to face an attack?

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Guarder
Guarder


Supreme Hero
posted February 29, 2008 03:45 PM

How do you get a creature as a hero? I mean, I have the look of the creature, but it have no anim. When it attacks, it just stand there. And when it moves, it is just like the demon sovereign
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted February 29, 2008 03:58 PM

What kind of creature animations are stir00 and stir01?
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted February 29, 2008 04:19 PM

mouseover
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted March 01, 2008 12:12 PM

Can someone tell me how can i change Alaric's moving animation to that of running?He moves too slow.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 01, 2008 12:48 PM

Okay, here is a tutorial on speeding up hero / unit animations.  You could also change Alaric's walking anim to his running one, but that's another tutorial altogether.

First, you must upgrade the Map Editor to the Game Editor.  This is easy, just enter your TotE profiles directory (should be C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\profiles) and open the file named editor_a2.cfg.  It can be opened with Notepad, Wordpad or whatever.

This is what the file should look like:



See "setvar map_editor_mode = 1"?  Change that line to "setvar map_editor_mode = 9".  This will allow you to use more advanced properties in the Map Editor.  Now save the file and open up your TotE map editor.



This is the screen you will be faced with.  Open that Game Database window - it should appear on the left side of the screen - and then enter Resource/Select Tables by pressing Ctrl + T.

Scroll down to "CharacterView" and tick the checkbox.



Now click OK and, at the top of the Game Database Window, select CharacterView:



Congratulations, you've gotten past the monkey work.  Now here's the fun stuff.  Navigate through these menus and find the hero / creature you want to speed up.  Double-click their name in the list to open the 3D animations viewer:



There's four buttons in the top right corner.  The first one plays all of Alaric's animations in succession.  The next will play his default standing still animation so that he looks less like a stone statue.  The next stops whatever he's doing, and Global Move, when turned off, will make him stay where he is when his animations are playing i.e. not moving across the "map".

See the "speed" tab next to each animation's name?  Bingo, that's what you're looking for.  Click the speed tab next to "Move" and set the value higher to increase the anim's speed - for example, at 2.000, his movement will be twice as quick as before.  When replacing the value, be sure to press "Enter" so that it is applied.

Play back the animations each time you increase the speed value to see whether or not you're happy with the change.  When / if you think the changes are good and Alaric is moving fast enough, make them permanent by trying to exit the Editor and saying OK when asked to save.



If you aren't happy with the changes you've made, you can always use the same steps and restore / change Alaric's animation speed again.

Man, being pedagogical is such hard work.

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 01, 2008 01:19 PM

Cute, but you have forgotten one thing. Increasing animation speed won't make something moving faster.


1 <MovementSpeed>5.7</MovementSpeed>
2 <SpeedFactor>1.2</SpeedFactor>


These two values in a move animation file determine:

1) how fast creature is actually moving
2) how fast moving animation is played

Hope you get it.
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 01, 2008 01:22 PM
Edited by Cepheus at 13:51, 01 Mar 2008.

I haven't forgotten that.  Try my method and note that both the speed of the animation is increased and / or decreased when the value for an animation's speed is changed.

Quote:
Cute,


What?

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted March 01, 2008 01:33 PM

I can't believe you guys don't test things ingame but in the editor.

You need to synchronize both. That's my word, take that in your closed hearts
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 01, 2008 01:40 PM
Edited by Cepheus at 14:07, 01 Mar 2008.

No Radar.  I have tested it in both the game and the editor before and I have just tested it in both again.  Alaric's animation speed is undeniably increased when I alter the value in the Game Editor and save the changes.

EDIT:  Hold on a second, I think I know where this is coming from.  You're talking about how fast the thing actually travels along the map / battlefield, not how fast the animation is going, right?  That's a very different kettle of fish.

Seraphim said the movement in Alaric's animation was too slow...

EDIT 2:  So for reference, if you are trying to change Alaric's travel speed...

Open data.pak with WinRar, navigate to data.pak\Characters\Heroes\DS and open the file named Alaric_DS_U-adv-move.xdb.  There you'll see the values

<MovementSpeed>1.1759</MovementSpeed>
<SpeedFactor>1</SpeedFactor>

"Movement speed" affects the speed at which the hero physically travels across the battlefield, adventure map etc, or the distance they cover over time.

"Speed Factor" affects the speed at which the hero's animation moves: a lower value means that the hero will practically walk, a higher one will speed up the animation and make the hero "run".

Increasing both values in necessary to make the hero move and travel faster ingame.

I hope that clears that up
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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