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Heroes Community > Heroes 5 - Modders Workshop > Thread: [WIP Mod] Symbiosis faction
Thread: [WIP Mod] Symbiosis faction This thread is 35 pages long: 1 10 ... 15 16 17 18 19 ... 20 30 35 · «PREV / NEXT»
kainc
kainc


Famous Hero
posted March 26, 2009 05:47 PM

Quote:
This looks like a light. I didn't understand, did you change the light or not?


I have changed lights found at Inferno_light_(Panov).xdb - the light file where Arenas / towns / newinferno / NewInferno.(ArenaDesc).xdb points at:

<AmbientLights>
<Item href="/Lights/_(AmbientLight)/Inferno_light_(Panov).xdb#xpointer(/AmbientLight)"/>
</AmbientLights>


But as I've changed all those light values to

<x>0.176471</x> (red)
<y>0.25098</y>  (green)
<z>1</z>        (blue)

it will change the "air" blue but not surfaces. So I have very strong feeling they are fog-related instead of light related.


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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted March 26, 2009 06:01 PM

Quote:
So I have very strong feeling they are fog-related instead of light related.
Well, as for me I don't think that fog could affect so much surfaces. It more looks like light, maybe town can has more than one light. But maybe, I'm wrong.

____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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kainc
kainc


Famous Hero
posted March 26, 2009 07:08 PM
Edited by kainc at 19:08, 26 Mar 2009.

As you can see here, it's not just town interior related, since Inferno/Oblivion battlefield is covered with that red surface as well... assuming they come from the same source...


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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 26, 2009 07:15 PM

I don't think it's a DistanceFog issue since the internal map the Inferno arenas take place on don't seem to have any fog to speak of.  Have you tried switching the town's ambient light file with another (say, Necropolis) and checking if those lights are still there?  If not, you'll know the problem comes from the Inferno's AL file alone, and nothing else.  I'll test this for you now.

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kainc
kainc


Famous Hero
posted March 26, 2009 07:33 PM
Edited by kainc at 19:46, 26 Mar 2009.

Argh! I'm afraid it's <uid> related, again... adding Havens UID in NewInferno.(ArenaDesc).xdb removed that red thing but messed everything up pretty badly.

This is what Necropolis UID did...



I'm very afraid that Oblivion will be red...

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted March 26, 2009 07:54 PM

Wow, the Necropolis Oblivion looks great!

It seems that you need to find the town, which has blue colors. If I got it right in this case <uid> changes only colors. So I suggest to experiment with other towns and if they won't suit maybe we will have to have a red colors...
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 26, 2009 08:10 PM

That's pretty miserable info!  I didn't expect the uid to make any difference but now that you mention it, it makes some sense, since we had similar huge trouble with one Inferno texture in ToK as well.  There's also a "Build Lightmaps!" feature in the advanced editor but either it doesn't work or you need a supercomputer to run it.  

Following this line of thought I tried using Fortress and Stronghold uids with the Inferno - no go, they both look horrible.  Guess I'll try to Google software that can edit uids in some way, if there is any.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted March 26, 2009 08:13 PM
Edited by Asheera at 20:13, 26 Mar 2009.

Quote:
That's pretty miserable info!
You people should really go and check the 'bin' folder in data.pak to see what things are not done through a simple .xdb editing.

Yes we have Lights and Lightmaps there
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 26, 2009 08:16 PM
Edited by Cepheus at 20:23, 26 Mar 2009.

Quote:
You people should really go and check the 'bin' folder in data.pak


I know uids point to bin files, I've gone through this before myself several times.  I always thought these town lightmaps only determined position, though.

They don't open with Granny viewer obviously so I fear only Nival has the answer...

Edit - They'll open with Maya, apparently, but as 3D-style files they will be near-impossible to reimplement into the game without a lot of fiddly tweaking.  So the only person who might have a clue is Psatkha.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 26, 2009 08:24 PM

the necropolis oblivion looks futuristic.

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kainc
kainc


Famous Hero
posted March 26, 2009 08:34 PM

Yeah, I'm aware of those non-extension files in bin folder. Sound files open with almost any player + audacity and I actually have added (made myself) new sounds for that Experiment unit by replacing Inferno Heros bin/uid sounds.

I removed the whole darn UID line from NewInferno.(ArenaDesc) and I believe I can edit the appearance by changing lights since it looks like this now:


<?xml version="1.0" encoding="UTF-8"?>
<ArenaDesc ObjectRecordID="48">
<ExpScene href="/models/Towns/inferno/NewInferno.mb"/>
<ExpSrcClipFolder href=""/>
...uid line was here...
       <objects>




progress... progress...

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted March 26, 2009 08:38 PM

Now it looks too... icy. I think you should lower lightness a bit. But anyway, great work.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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kainc
kainc


Famous Hero
posted March 26, 2009 08:47 PM

Yeah but I'm pretty sure I can make it by editing Inferno_light_(Panov).xdb since there's no more static red as an obstacle.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted March 26, 2009 08:52 PM

I get the impression that a lightmap is probably essential to the town's graphics, but I'm very interested to see whether it can properly function without one.  It appears that those uids did define a lot of textures as well, or were at least affected by their original towns (I noticed this on the Inferno walls when I used the Stronghold one).  All I can say is keep trying

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kainc
kainc


Famous Hero
posted March 26, 2009 08:58 PM
Edited by kainc at 21:09, 26 Mar 2009.

Here are what values effect where... I'll continue this experiment later... but you can see some changes I made in Inferno_light_(Panov) and how they affected:



<AmbientColor>
<x>0</x>
<y>0</y>
<z>1</z> (blue) (mixed with white [x1,y1,z1] <LightColor> perhaps)
</AmbientColor>
<ShadeColor>
<x>1</x> (red)
<y>0</y>
<z>0</z>
</ShadeColor>
<IncidentShadowColor>
<x>0</x>
<y>1</y> (green)
<z>0</z>
</IncidentShadowColor>

and here's comparison with and without UID


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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted March 26, 2009 09:30 PM

The thing without uid looks cooler indeed, but as I said, you need to lower the lightness.

Good work, I really like this project.
____________
Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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kainc
kainc


Famous Hero
posted March 26, 2009 09:34 PM
Edited by kainc at 17:23, 27 Mar 2009.

This is how it looks now:



==============================================================

If someone wants to know how I did this, here are instructions for Inferno (should work the same way with other factions tho):


PART I - NewInferno.(ArenaDesc).xdb -file.


Open NewInferno.(ArenaDesc).xdb from data\Arenas\Town\NewInferno folder.

Remove the <uid>xxxxxx-xxxxxxx-xxxxxx-xxxxx</uid> line from the top of the file (it's like 4th line or something). Not just that xxxx part but the whole line. I guess you can use <uid/> too, but I'm not sure so it's better to remove it completely. This UID includes Lightmaps (thanks for info Cepheus, Asheera and DarkCrystal), and it will force certain light values over "manual" light definitions done in .xdb files.

Then scroll down until you see about 20 elements (yes I'm studying XML-basics @ school ) inside <lights> -> <Item> </Item> tags. Those elements are:

<Enabled>true</Enabled>  <- typing false should disable the light
 <Position>  <- where this specific light is located.
    <x>XXX.xxx</x> <- coordinates.
    <y>YYY.yyy</y>
    <z>ZZZ.zzz</z>
 </Position>
 <Color>  <- color that this specific place will have.
    <x>?</x>  <- reds, 0 no red 1 full red.
    <x>?</x>  <- greens, 0 no green 1 full green.
    <x>?</x>  <- blue, 0 no blue 1 full blue.
  </Color>  <- 0,0,0 is black. 1,1,1 is white.
<Intensity>?</Intensity>  <- how "strong" the color will be.
<Radius>?</Radius>  <- size of the colored area.

I suggest changing the radius to 0 for those lights you don't want to use. I believe setting <Enabled> as false should also do the trick, too. More radius, the more space this color will cover.

If you want small light-blue light, change use these color values as base and advance with small changes:

<Color>
<x>0.4</x> It's essential that you keep this red
<x>0.4</x> and this green values same (0.4) so blue will dominate.
<x>0.8</x> Set higher value for blue.
</Color>
<Intensity>1</Intensity>
<Radius>1</Radius>

If you put more red (like 0.7, 0.4, 0.8) it will become more purple, but being still mainly blue since it has the highest value.

If you want darker blue drop all of those values like 0.01, 0.01, 0.2.

Do this for all <Item>s. Unfortunately you'll have to find those coordinates (the actual place of the color) yourself.


PART II - Inferno_light_(Panov).xdb -file.


This file can be found here: data\Lights\_(AmbientLight)

It's basically the same, <x><y><z> but there's no coordinates since all lights affect the whole town. And there's no UID to remove.

Here we have following values:
<LightColor> <- Some special light surfaces (mostly "floors")
<AmbientColor> <- Pretty much every surface there is
<ShadeColor> <- Bottom surfaces
<IncidentShadowColor> <- almost every "floor/roof" surfaces
<ParticlesColor> <- I'm not sure where this affects. But I think in some sparks / meteors / fires...
and near the bottom
<DistanceFog ObjectRecordID="7">
 <Color> <- The AIR color. Does not affect on any surfaces.

Here is a pic to show this more precisesly:



Font color indicates affected colors.

IF YOU DON'T HAVE DISABLED LIGHTS FROM NewInferno.(ArenaDesc).xdb EITHER BY CHANGING <Enabled>false</Enabled> or <Radius>0</Radius> THOSE COLORS (Inferno_light + NewInferno) WILL BE MIXED TOGETHER. So disable / "zerofy" them to do this easily

Oh and remember, texture-colors (founded in textures folder) might affect also!

Now you're ready to light the town up

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sojlex
sojlex


Hired Hero
www.homm5.info member
posted March 27, 2009 05:25 PM

First - Congratulations , its look great .

Second - What do you think about creating new heroes to replace old from inferno ?

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted March 27, 2009 05:59 PM

Hehe, cool, you did it!
Now the light works as it should, and it looks awesome!

That is Oblivion ;p

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted March 27, 2009 07:07 PM

Light & Shade are best
____________

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