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Heroes Community > Heroes 5 - Modders Workshop > Thread: new alternative upgrades : the beta
Thread: new alternative upgrades : the beta This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
Fauch
Fauch


Responsible
Undefeatable Hero
posted July 20, 2008 03:57 PM

following what Asheera said, try that :
WarGriffin_LOD.xdb
Quote:

<Materials/>


instead of :
Quote:

<Materials>
<Item href="/WarGriffin-WarGriffin_100_lambert4.(Material).xdb#xpointer(/Material)"/>
</Materials>


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SimonaK
SimonaK


Promising
Supreme Hero
posted July 20, 2008 04:49 PM
Edited by SimonaK at 16:52, 20 Jul 2008.

Ok.. I'll try it.

BTW: We cannot see creature's icons in objects list in the ncf editor.

Same things for ghostknight, royal basilisk (and magog)

And If I try to integrate them by writting my-self their AdvMapObject reference in properties's list, the ncf editor crashs.

But, All works if we open a map that contains already this objects...


NOTE: Ya, I put TGA file icon in "Complete" folder


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted July 20, 2008 07:28 PM

Quote:
following what Asheera said, try that :
WarGriffin_LOD.xdb
Quote:

<Materials/>


instead of :
Quote:

<Materials>
<Item href="/WarGriffin-WarGriffin_100_lambert4.(Material).xdb#xpointer(/Material)"/>
</Materials>


Actually that's a bad idea, because you have the _LOD variant of the WarGriffin, and you "tell" the game that there "should" be a LOD texture. My suggestion is to go through all WarGriffin texture-related files and change all the paths with "_LOD" to be without "_LOD"
____________

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 23, 2008 05:09 AM
Edited by SimonaK at 05:10, 23 Jul 2008.

BTW, Fauch

What time do you suggest an update of your MOD?

With good slots? (I know for 325 (magog))

and also fixed bugs

I can't wait!


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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 23, 2008 06:29 PM
Edited by Fauch at 19:40, 23 Jul 2008.

what about the griffin? is the problem fixed now?

I've found something for the problem of the new peasant :

MapObjects/Haven/Renegates/Simplet.(AdvMapMonsterShared).xdb
Quote:

<Model href="/Characters/Creatures/Renegades/Simplet_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Creatures/Renegades/Simplet-arena.xdb#xpointer(/AnimSet)"/>
<blockedTiles/>



change the animset link by what I posted above. I had no animset for the simplet in the "_(Animset)" folder.
if it doesn't work well, try "Simplet_LOD-arena.xdb"

btw, disturbed_gnu :
Quote:
btw, can you make the adventure map texture and the 4 icons for the cold death and also the icon for the rainbow unicorn?

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 25, 2008 03:06 AM


My MOD is up to date.

And here, some bugs that still exist


This picture shows a bad icon for Fiery Dragon:




If I take this fight, the game crashs after I press start:





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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 25, 2008 04:09 PM

the fire dragon icon seems ok here.
what about the griffin and the simplet?

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 26, 2008 07:47 AM
Edited by VokialBG at 17:42, 13 Aug 2008.

Quote:
the fire dragon icon seems ok here.
what about the griffin and the simplet?


griffin and the simplet go on not to work even I fix last proposed solution.

btw, why don't you test your own creatures on a map likethis.

I can upload this map to you if it can help you.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 26, 2008 11:00 AM

I don't know how to put my creatures on a map and my ncf mapmaker crash.
and you can upload the map yes

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 28, 2008 11:10 PM

Quote:
I don't know how to put my creatures on a map and my ncf mapmaker crash.
and you can upload the map yes



OK,

Here, you can download a map for testing your 56 new upgrade creatures:

http://www.speedyshare.com/876579813.html

This map is a scenario, you can play it from solo maps list

Its name is simply « TestMonster1 »

Near to your castle, there is more than 500 dragons that want to join you

They can help you to test.

The « creature's square » is localized in the middle of the map on the right of the castle.

In each corner, there is redwood observatory.


Go to look your creatures in the game!


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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 29, 2008 08:27 PM
Edited by Fauch at 20:38, 29 Jul 2008.

so, the griffin still has no texture, the simplet has no animset, the artificer makes the game crash and the goblin has no adventure map model.

why is there a stack of one peasant instead of goblins on your map?

I'm wondering if it has something to do with the fact I had to change the ID of every creature, but logically it would have messed up your map totally, and it isn't the case.

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 29, 2008 11:08 PM
Edited by VokialBG at 17:43, 13 Aug 2008.

This is a screen shot of my game from the same map you can download.

you can see that the stack of goblin is correct.


Quote:
why is there a stack of one peasant instead of goblins on your map?



Of my side, all is correct.


Quote:
the artificer makes the game crash


not always....sometimes the game doesnt crash in a fight with artificer
and sometimes, yes..

maybe camera problem??????

About this... I have two others testing maps...

first, the following fight doesnt crash with it
second, the following fight crashs with it...

If you need this special maps for testing artificer, tell me it.

(NOTE: this maps need RTMG's ncf creatures pack)


Quote:
I'm wondering if it has something to do with the fact I had to change the ID of every creature, but logically it would have messed up your map totally, and it isn't the case.



to change CREATURE_ID causes no problem in a map

but this can cause problem with additionnalstack.

I explain:

On a map, an object is identified by its REF (ex: AdvMapMonsterShared), if you change the ID, the REF don't change, so all is ok.

But, AdditionnalStack is identified by ID, so if you change ID, the old ID don't change in Map.xdb file.

BTW, In the map you use for tests, the creatures's stack don't have additionnal.

Logically, you could change ID without problems.


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Kwarc
Kwarc


Adventuring Hero
posted July 31, 2008 06:43 PM

Does Fire Hound in this mode will be still three-headed and fire breathed?

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 31, 2008 06:45 PM
Edited by Fauch at 20:17, 06 Aug 2008.

yes.
why?
I've modified the stats of some existing creatures, but the only ones which have modified abilities are the skeletons I think.

The griffin is fixed (it was a typo)
the simplet is half-fixed (only the texture, it still has no animations)

I'm releasing a new beta version. there are still glitches, but I modified a lots of creatures, including original ones.

http://myfreefilehosting.com/f/e6a650bd3e_31.66MB

mapmaker icons : http://myfreefilehosting.com/f/d08f7d74f8_1.74MB
(unzip to .../.../.../Complete/)

texts in english :
http://myfreefilehosting.com/f/30528672ed_0.04MB

texts in french :
http://myfreefilehosting.com/f/65e804a79f_0.04MB

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted August 06, 2008 08:42 PM

Woot! Great news. Will take care of it if I find some time.

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 09, 2008 04:39 PM

7th upgrade preserve named " Crystal Dragon " as Radar's tier 8 ...

I know you are probably the first to take this name but I think even you should change the name of your creature.

Because the Radar's tier 8 represents precisely H3's creature.

2 creatures should not have the same name... as basilisk...

BTW explain why your new version is made several separate files

its seems useless, moreover, names of your h5u files are too general..no signs that is a new upgrade mod...

Also, I'm not pleased if you modified the original creatures's stats
in your MOD

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 09, 2008 05:41 PM

Quote:
7th upgrade preserve named " Crystal Dragon " as Radar's tier 8 ...

no, it's the stone dragon

Quote:
2 creatures should not have the same name... as basilisk...

?? there are no basilisks in this mod

Quote:
BTW explain why your new version is made several separate files

it's easier to organize my work

Quote:
Also, I'm not pleased if you modified the original creatures's stats in your MOD

it's my mod, I do what I want. but I could do something about that...

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 10, 2008 02:25 AM
Edited by SimonaK at 02:26, 10 Aug 2008.

Quote:
no, it's the stone dragon


Ok. It's my wrong.

Quote:
?? there are no basilisks in this mod



Ya, but I use several MODs in same time, so all NCF in maps.


Quote:
it's easier to organize my work


It's excellent during creation of work, but when moment comes to distribute, the best is fusioning the all in one and unique file.
really the best way.


Quote:
it's my mod, I do what I want. but I could do something about that...


Modification of original creatures's stat is other story.

You mix two things completly different.

Your MOD should just be new alternative upgrade, not with a strange bonus.

For my share, I'm sure that I will re-adjust real values stat for original creatures.

If you think that original creatures's stat are so bad, I suggest you to create a new MOD with this objective.


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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 10, 2008 10:53 AM

I have to alter the original creatures anyway, to make them able to upgrade.

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 10, 2008 10:43 PM

Quote:
I have to alter the original creatures anyway, to make them able to upgrade.


I know.

But, the need of your modifications is just for upgrade tag.

If another MOD comes to modify others tag, your modifications about upgrade will stay.

So, you don't need to alter them, just altering upgrade.

I don't understand why to modify original creatures's stat into a MOD having the aim to create just new upgrades.

My opinion is do not touch it in this MOD.







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