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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 40 60 80 ... 85 86 87 88 89 ... 100 120 126 · «PREV / NEXT»
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 13, 2010 05:49 PM
Edited by markkur at 17:52, 13 Oct 2010.

Quote:
Quote:
Lately, I have started having something that never happened before. I make a map. Have two players and in the Map Properties things are correct. I am using #3 and #7 players only. I load my map at the custom map screen but what comes up is not what I have set? Yellow#4 and Brown #8 are the only ones available and they are not even on the map! Two necro-towns up and two dungeons down. And yet what shows up is only Necros of which both are nearly side by side and NOT intended to be used as two factions. This is bizarre stuff. I even deleted everything in scenerio information etc. then set everything to 'defeat all" in case of curruption. Has any one seen this? Also I have little locks on some of my own custom maps now? I feel like I've walked into the twilight zone.




Quote:
Markkur, is there a reason you are using only players 3 and 7?


Yeah...color. There are only two players on the map and I just wanted to use the default colors of 3(green) and 7(purple) because that is their 'trails of experience that follows the hero'-chief color. Since Necros and their world are green why not use that player number#3=green, instead of #1=red? Etc. Same goes for 7 in the underground. Why be a dungeon hero with purple trail etc but the castle is #2=blue? Hardly important but I used to do that and now can't?  

Quote:
I have a tip for you:  don't count on the map properties button to fix this.  Instead, you'll have to mess with the drop down menus on the left hand side (the same side that has weather options, etc).  There on the left you can make a player be a specific color that you want (#1 player can be purple, etc).


I have done everything I know how in the drop-downs. Refreshed, deleted or changed parameters in all to 'defeat all'etc. Nothing works. It is very much like an unseen-script dictates but yet there are no scripts listed. Worse yet, the lack of control in this has came upon other maps now that I had corrected! I fear a nasty corruption in the game or Editor...Arrrrgh...this Sux!

Thanks friend. I do appreciate your trying to help this old codger out. I live with a lot of pain so it is a public-service-thing you do

Make a great day.

Oh, almost forgot thanks for cluing me in about the loading of two maps bit. Must be a ToE bug. Still do not see that in the first M.E.

Update from two earlier posts=Those locks are from the controlling aspects of Win 7.
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"Do your own research"

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Mike80D
Mike80D


Famous Hero
Map Maker
posted October 14, 2010 12:45 AM

Markkur, I know exactly what you are trying to do.  Good news - there is a solution.  

On the left hand side of the map editor find the drop down for "players".  There you will see 0 to 7.  Player 0 is actually player 1.  Select player 0 and player 1 for your two players.  Click on the little + sign for player 0 and you'll get a full drop down for that player.  There you will see a dropdown called "Pcolor", and can select custom colors!

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted October 14, 2010 10:11 PM

Quote:
Markkur, I know exactly what you are trying to do.  Good news - there is a solution.  

On the left hand side of the map editor find the drop down for "players".  There you will see 0 to 7.  Player 0 is actually player 1.  Select player 0 and player 1 for your two players.  Click on the little + sign for player 0 and you'll get a full drop down for that player.  There you will see a dropdown called "Pcolor", and can select custom colors!


I knew the number bit but, Wow! Didn't know about the colors. Learn something new everyday. Well, ok...once in a while...er...Ok, the truth...thanks to you, this is the first thing I've learned in years!

Thanks, Ima goin there now.


____________
"Do your own research"

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Mike80D
Mike80D


Famous Hero
Map Maker
posted October 15, 2010 07:26 PM

Quote:
I need some quick scripting help since I can't find a way to get this to work:

How do I give gold or take away gold from a particular player??  I only see the "setplayerresource" function, which doesn't help me.


Can anyone who is good with scripting please help with this??

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 15, 2010 07:43 PM
Edited by Warmonger at 19:45, 15 Oct 2010.

There is also GetPlayerResource() function, you've got to use them both for resource gain/loss. For example:

SetPlayerResource(1, GOLD, (GetPlayerResource(1,GOLD) + 1000))

That's all.

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Mike80D
Mike80D


Famous Hero
Map Maker
posted October 15, 2010 10:09 PM
Edited by Mike80D at 22:11, 15 Oct 2010.

Thanks WarMonger.  I'll try that out.. I didn't know I could embed the two scripts like that.

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mchotdog
mchotdog

Tavern Dweller
posted October 18, 2010 02:30 AM
Edited by mchotdog at 07:15, 19 Oct 2010.

Have tried reading all the faqs but I'm still confused. I installed the collectors edition so both expansions and the base game are in the same folder. I have a data folder and then a bin11 and bin12 folder that also contain data folders. So where are the mods for hof,tote and original supposed to go?



Guessing that no one has tried modding the collectors edition....
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 19, 2010 02:17 PM

Quote:
Thanks Warmonger.  I'll try that out.. I didn't know I could embed the two scripts like that.

These are not scripts, they are functions. I think you should get some knowledge about programming in general.
programming in Lua
Lua reference manual
Also, check scripting tutorials and ready maps with custom scripts.

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted October 19, 2010 02:18 PM

Dear Mapping Community:

Im having trouble in referring to objects in script.

For example: I tag an arena object testdelete.
Next I label another object, this time a monster, peasant1.
Then I use the following script.

function IsVillagePPLdead()
while IsObjectExists( "peasant1" ) == true do sleep(2); end;
RemoveObject("testdelete");

From what I gather, this is supposed to check if the object exists, and if it does, it puts any action behind it from happening until the object is removed(monster is defeated).

p.s. Im also trying to figure out how the Tote team managed to pull off their map tricks like unit animations so that when you enter a region the game plays a units animation.

Or the burning the hut kind of thing.
____________
So much has changed in my absence.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted October 19, 2010 02:22 PM
Edited by Warmonger at 14:24, 19 Oct 2010.

Quote:
function IsVillagePPLdead()
while IsObjectExists( "peasant1" ) == true do sleep(2); end;
RemoveObject("testdelete");




Every function should be finished with end;. The code above won't even compile.

Also, when do you call / trigger this function?

Not to mention old scripting thread is here

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fulano
fulano


Known Hero
Can I link to my own avatar?
posted November 01, 2010 05:47 PM

Map-tag.xdb

The ToTE map editor will create default files if it can't find a file referenced in the .h5m (like if I delete MapGoalText.txt the editor recreates it).  Good way to avoid simple errors.

Recently I noticed the files in my map were out of place (in the multiplayer folder instead of the correct one) so I moved them to where they should be and edited the two .xdb files so they pointed to the files.  They all worked except for map-tag.xdb.  The editor keeps recreating the file in the multiplayer folder.

I think the problem is something in the map file because I can fix it, open and edit my map and it's broken again.  I can open and edit somebody else's map and it's fine.  I can create a new map and it's fine.

Does anybody know what might be telling the map editor to look for map-tag.xdb in the multiplayer folder instead of the map's folder?

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted November 04, 2010 12:10 PM
Edited by El_Chita at 12:13, 04 Nov 2010.

Is it possible that my question was just ignored ???

Quote:
When I have a retextured skin of a creature (The Flame Lord for example), how can I use his model in the editor without replacing the Flame Lord's model?

I know you NCF-Modders do that every day, and I followed the instructions of the Modding Wiki...

   quote:Now near the top you see Model select browse there. Now copy the file again and put it into a new folder, select your copied file and copy the skeleton and geometry files also in new folders. ll right copy the material file(s) in a new folder and copy the texture file(s) also in a new folder. (How many depends on the Model of the creature you want to use) Now press ok a few times until you’re back in the Editor and go to the Heroes of Might and Magic folder DO NOT CLOSE THE EDITOR!!! go to Editor/H5MMods/Map name/_Model add the textures you already have in this folder as a DDS format, open the data.pak file or a1-dat.pak file this depends on your creature and place all files in the _Model folder where the model of the creature is you want to use copy all the files in there except the files you already have. Now edit them to link to your files. Now place your textures also in the Textures folder (Not in the folder itself, but where the .(Textures).xdb file is)


...but I don't really get it. I copied Model and Material and texture (I don't think Skeleton and Geometry are needed, because it is just a skin change), but how do I link the copied texture with the dds-file ???

Oh, one thing, I just want to have the model to use it on a map, I don't want to make a new creature. So I don't need Icons, AnimSets and stuff.


All I want to know is how to copy a Model and link it with a Skin I made, so that the original Model isn't infected. Is that so difficult ?

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SimonaK
SimonaK


Promising
Supreme Hero
posted November 04, 2010 12:32 PM

why don't take a NCF creature and compare its files with these of the original creature that its model is used by?

then the secret will be revealed.

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted November 04, 2010 01:03 PM

I take that as a hint because you are too busy to write it. Anyway, it would have been very kind if somebody just had wrote the answer.  



One more thing, I'm in the final phase of a large map making project, and I want to use some reskins for my project. I already adressed a few modders, and so far they all said yes.

But my question is, is it ok if I use the models of the "NCF-Mega-Pack" and of the Mod "Unique Heroes Models" without asking the different modders since it's freeware? Of course I will mention all of them in the credits.

Please don't misunderstand me, I would accept it if a modder doesn't want his model used in a map, but I want to ask how you NCF-Modders handle this, because there are already a few maps with NCF-Creatures in the archives.

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SimonaK
SimonaK


Promising
Supreme Hero
posted November 04, 2010 08:23 PM

you can take my models if you want.

the majority (or all) of NCF maps existing use neutral creature slots as NCF....not NCF slots directly....allowing to the maps to have not the need to have the NCF framwork installed.

if you put NCF into your map then it will require NCF Framework + data for NCF (integrate to the map or like a mod)

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted November 04, 2010 09:05 PM

You misunderstood me, I just want to use the models, not the creatures. If I have a model(with dds and tga-file of course) , I can zip it into the map and copy the path. There we go
But if I have just a skin, it gets too difficult for me ^^

Thx for your offer, but still the biggest problem is that when I like an NCF-creature (I look into the folder at the skins), I always have to look which modder made that model, if he allows me to use it etc. ,because many Creatures are not even documented in the main thread.

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greendrag
greendrag


Bad-mannered
Adventuring Hero
young dragon,changed
posted November 09, 2010 05:16 PM

I have a few questions

1. Is it possible to mod heroes and how - replace their textures, add them new special abilities?

2. Can we create new artifacts or edit an existing one by only changing its textures and description?

3. How can I add a modded creature /for example an edited pit fiend/ to neutral creature group? I want to keep the original pit fiend and also add the modded one in the game. Is it possible?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 09, 2010 05:56 PM

1. Yes, you can modify them in MapObjects/name of the faction. I don't know where to find the textures, I suppose you should begin the search in GameMechanics

2. I think their stats are probably somewhere in GameMechanics/RefTables

3. Most modded creatures don't replace existing creatures. personnaly, I put the mods in Usermods directory.

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greendrag
greendrag


Bad-mannered
Adventuring Hero
young dragon,changed
posted November 09, 2010 08:11 PM

Hm, I see. That helped. I found the arifacts ^.^
But there's another problem. I should go to /UI/Icons/Towns/ but I can't find this "Icons" folder. All there is is InfernoSacrifice with letter "i" begining. Yes, I've looked in the UI folder and also checked if "Icons" is in the "Texts/UI/". However it seems missing there too. What do I do?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted November 10, 2010 12:45 AM

Isn't it UI/H5A2/Icons?

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