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Heroes Community > Heroes 5 - Modders Workshop > Thread: Adding objects in the editor !
Thread: Adding objects in the editor ! This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
SimonaK
SimonaK


Promising
Supreme Hero
posted December 09, 2008 11:13 PM

I encourage to continue!


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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 10, 2008 12:03 PM
Edited by TSoD at 12:04, 10 Dec 2008.

Thanks
I'm going to make a screenshot in-game, but first, the Stronghold dwellings :

As you see, I didn't use the Cyclop dwelling model. I explain : its back presents a hole without texture... Impossible to hide it. Then I used the model of the grail... It already that :s

EDIT : on this screen, the textures are sharpened (yes I use my mod of sharpened Stronghold ), it will maybe not be as nice in your game as here, sorry
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 10, 2008 12:24 PM
Edited by TSoD at 12:25, 10 Dec 2008.

Here is the screen in-game. As you will se, the only problem is the rotating possession symbol I don't know how remove it. I think it's impossible...


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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted December 10, 2008 12:29 PM
Edited by DarkCrystal at 12:32, 10 Dec 2008.

Maybe use cyclop stockpile model?
And shamans dwelling maybe a bit big. Waht about to make it smaller?

But don't worry you are making a gret work for community. Continue!

EDIT: for symbol, try to make an active point at the center of your dwelling. I don't know will it work or not.
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 10, 2008 02:44 PM

There's a Posession Marker Tile in object properties, I believe it'll do the trick.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 10, 2008 03:39 PM

I discover the way !
In fact, the possession tile only serves for X and Y. For Z, the effect use the height of the used model. And, as they are no model and animset, the effect sets himself at z = 1.
I had the idea of set an empty model. Then I use the model of Azure.xdb, and after a few tries, it works !
I 'll post a screenshot shortly.
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 10, 2008 06:49 PM

It all okay
I begin the Sylvans !

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted December 11, 2008 02:16 AM
Edited by fiur at 03:27, 11 Dec 2008.

well great work TSOD... but not so sure if this is an new discovery...
Maybe some of you have played or atleast looked at my map "The Abysmal"

pretty sure you'll find some "custom" dwellings...
that you can add "town" buildings on the adventure map is something I've known for a long time...

and with some "tweaking" of the mapfilter.xml file you can alomst add whatever you like  

what ppl really like to know is an "how to add" explanation
myself included... I've added a few but not so easy to do... so if you manage to make such a file atleast I will be happy TSOD  

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SimonaK
SimonaK


Promising
Supreme Hero
posted December 11, 2008 02:25 AM

It's true. I use too new dwellings in my RTMG maps..

However TSoD have showed he's able to integrate new dwellings in editor objects panel...

I think that it's a new discovery.


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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 11, 2008 01:30 PM

Thanks, and fiur, know that I didn't even know that you already made it. I thought I was the first to make it, then if you sub-hear that I copy your "discovery" and tell that I found it, it is not cool at all and it is very low...
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fiur
fiur


Promising
Supreme Hero
Map Creator
posted December 11, 2008 04:42 PM

np at all TSOD...
but if you found an easy way to add'em I really like to know...  
(Cause my way is'nt so easy...  
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Neckie
Neckie


Hired Hero
posted December 11, 2008 05:01 PM

TSoD good to know you are starting to get better with the editor, but adding stuff to the editor panel isn't new at all. (it's the same method we used for the NCF, modifying the index.bin) Look at [url=http://www.heroes-fr.com/e107_plugins/forum/forum_viewtopic.php?32708]my post in Heroes-fr[/url] 1 year ago and you'll see that it has already been done.

But I don't care I did it before you, all that matters is that people are now starting to use the editor like I used to use it and this is a good thing. You are now adding tutorials to methods some people already knew but never took the time to publish.

The disadvantage with modifying the index.bin is that any patch will overwrite your work and you'll have to recreate your files all over again. One solution is to use the fact that the index.bin in the maps/mods act as a complement to the original index.bin in the data folder which means that it is "patch proof". The downside is that it's exclusive to your current map/mod opened in the editor so you'll have to copy it in all your maps.

Anyway keep up the exploration of the editor and keep on informing the community about its capabilities.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 11, 2008 05:58 PM
Edited by TSoD at 18:00, 11 Dec 2008.

Thanks
Quote:
One solution is to use the fact that the index.bin in the maps/mods act as a complement to the original index.bin in the data folder which means that it is "patch proof". The downside is that it's exclusive to your current map/mod opened in the editor so you'll have to copy it in all your maps.

Then if I understand, when a patch is officially release, I copy my index.bin in a safe place, then update my game, then I place the index.bin in the UserMODs directory and it will "patch" the new index.bin like the MODs "patch" the game itself ?
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Neckie
Neckie


Hired Hero
posted December 11, 2008 06:59 PM
Edited by Neckie at 19:00, 11 Dec 2008.

Quote:
Thanks
Quote:
One solution is to use the fact that the index.bin in the maps/mods act as a complement to the original index.bin in the data folder which means that it is "patch proof". The downside is that it's exclusive to your current map/mod opened in the editor so you'll have to copy it in all your maps.

Then if I understand, when a patch is officially release, I copy my index.bin in a safe place, then update my game, then I place the index.bin in the UserMODs directory and it will "patch" the new index.bin like the MODs "patch" the game itself ?


Nope, what I mean is that the index.bin in the :

C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\Editor\H5MMods\[MAP NAME HERE]\

Complement the original index.bin when that map is loaded in the editor

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 11, 2008 08:01 PM

Sh*t.
It a bit embarrassing
And if we place it in
C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East\Editor\H5MMods\
directly, won't it work
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NCFBank,
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted December 11, 2008 08:14 PM

I've just finished the Sylvan dwellings.


We don't see well for the treant and the unicorn glade, but all the effects are there
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NCFBank,
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SimonaK
SimonaK


Promising
Supreme Hero
posted December 11, 2008 10:53 PM

Sylvan dwellings are really niiiice!

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 11, 2008 10:57 PM

I've got a question: since some of these dwellings are bigger than the Military Post in one direction, wouldn't that make it possible to screw some maps which don't have space for them?
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SimonaK
SimonaK


Promising
Supreme Hero
posted December 11, 2008 11:09 PM
Edited by SimonaK at 23:10, 11 Dec 2008.

mmh...I know that a new dwelling is immaterial...

any heroes may pass through! and their traject's calculation ignores them.

that has been tested in the game.


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted December 11, 2008 11:10 PM

That's probably because you ignore the <blockedTiles> tag property of the dwelling.
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