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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 2 3 4 5 ... 10 20 ... 31 32 33 34 35 · «PREV / NEXT»
Darkwulf
Darkwulf


Hired Hero
posted January 28, 2009 05:39 PM

Good work Id help, but, im no modder. Anyways, the city looks amazing, Keep at it
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 28, 2009 10:18 PM

They look great!

I'll bet you're itching to edit that red light  If you don't already know how, I can fill you in.

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kainc
kainc


Famous Hero
posted January 28, 2009 10:25 PM

Be my guest mate I have searched and searched but can't find it!

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 28, 2009 10:40 PM

Create a map, any map, and put an Inferno town on it.  (Using the Map Editor since it's far quicker for this job than .xdb editing.)  Highlight the Inferno town with the Properties Tree open on the left, then open its Shared properties (click Shared, click the "..." button).

Now you're in the shared menu, find the Interior property and open it up, again clicking it and then the "..." button.  Now look for AmbientLights and open that.

So now you're in a makeshift "lighting control panel".  Just play with the different values as you see fit and test them in game by exiting the menus, saving the map and playing it.  It won't permanently alter your game in any way - to go back to normal, you just delete the map, or the light-related files inside it.

I think your problem is coming from the DistanceFog property, which has a reddish light by default - play around with it and see what happens  You can also add effects like rain, a haze and sunlight (although getting rain to work properly is a little tricky, it is possible - just ask and I'll help).

When you've found a light you like, open the map as you would a mod, extract the replacement .xdb files the editor created for you (only those relating to the light, of course) and pack them into your mod.

If any of the instructions are unclear just let me know where you're stuck.

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kainc
kainc


Famous Hero
posted January 29, 2009 12:45 AM
Edited by kainc at 09:20, 29 Jan 2009.

Thank you soooooooo much Cepheus!

Yeah, it was <DistanceFog> value that needed to be changed.

Ah, damn... The bottom light is ok now, but there's still strange red/yellow surfaces on some parts of the town. I tried to change values below (map editor), copied files (folder structure icluded) from map file (or should I say folder) and into the mod file but no luck



I went to check the file NewInferno.(ArenaDesc).xdb "manually" and the light values are set to blue (x 0.2 y 0.2 z 1) as it should. It can't be texture related, unless if there are two different texture files overlapping (and I haven't found the overlapper). I'm positive these town textures have no tint of red or yellow. Is it possible this is caused by effect, not light or texture?

And here's the problem, as image: Walls are light red and every bottom surface of materials seem to have yellow glow.


BTW. Are these colors presented in CIE (since xyz)?

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ArchWarl0ck
ArchWarl0ck


Adventuring Hero
Dank memesiah
posted January 29, 2009 08:17 PM

I can suggest these are a matter of town Ambient Lights. Well, as I've once tried doing some mixing with the lights on my map, I've foung that the creature effects turned blue - the smoke from demon hero's mouth, hit "waves" which occur when a creture hits its enemy, etc. So you should try watching there I guess.
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I have a knack for perceiving things - I can see how it sounds, I can feel how it sings

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kainc
kainc


Famous Hero
posted January 29, 2009 08:34 PM

Ok, I'll try to search - and try - there.
I can't understand why there is no single clue, a single logical href path that I could follow...

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 30, 2009 05:24 PM
Edited by Cepheus at 17:29, 30 Jan 2009.

Hmm, I have no idea about those lights.  The only explanations I can think of are:

1. The buildings are using effects - simple and obvious explanation.  Editing their .xdbs is the only way out of this, as far as I can tell.

2. There are PointLights applied either to the buildings or the town "map". As with duels and battles, the town screen works similar to any map in the game, just with different configurations so the player can use it in this way.  Any map or building can have "PointLights" (like the underground mushrooms and crystals) which create a light independant of the skydome and building itself.  To remove this, if I'm even correct, you'd need to toy with the buildings' .xdb files.

3. The skydome's textures are reflecting off of the buildings, making them yellow and red.  When I edited the Dungeon with a totally new skydome texture, the water's reflective surface changed colour to green instead of the usual purple and black.  This is the least likely explanation though, since it should only affect reflective surfaces and the Inferno buildings aren't, to my knowledge... unless they actually happen to have reflective textures.  To fix that, you'd remove the reflective textures/properties from the buildings' .xdbs.

In short, I'm not sure why it's caused and I certainly don't know how to fix it... but since I'm doing some town editing myself, I'll keep looking

edit - Thought of something else... you might know this already.  Skydomes are composed of a "wrapped" texture to cover the dome, but there's also another texture to determine the colour of the "abyss" (the area below the skydome, it's blue in the Haven light and clear for the Academy, etc).  If you didn't edit this texture and it's still yellow, it could be causing the yellow base problem.

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kainc
kainc


Famous Hero
posted January 31, 2009 10:46 AM

Yeah, I'll ignore this problem now and come back to it when all other things are done. It simply takes too much time to browse all Inferno-town related files and cut some lines to see if something happens

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kainc
kainc


Famous Hero
posted February 05, 2009 11:45 AM
Edited by kainc at 11:52, 05 Feb 2009.

Since I'll be afk till monday, here's a new screenie that you can stare whole weekend



These a bit like testing characters, expect some changes in textures at the future. Oh, and by the way, how about using that Lord Giovanni's model as Beastmaster hero's appearance? Of course I will add some color to his face to be less vampiric and change other stuff as well (you may have noticed some slight color changes I made already)...

Happy weekend to you all!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 05, 2009 01:01 PM

some of those textures are weird

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Darkwulf
Darkwulf


Hired Hero
posted February 05, 2009 01:07 PM

Wow, their amazing, Dunno if youve decided, but a brisk raider may fit in well
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kainc
kainc


Famous Hero
posted February 05, 2009 02:22 PM

@Fauch
Which one especially? If you mean that black griffin, its wings are intentionally tattered like that (little tweaking tho). Those are not final versions yet (some of them at least).

@Darkwulf
TY I'm not entirely happy with tamer/trainer creatures so maybe I'll replace their graphs with Rider (but drop the lance)... only problem is, I then need to drop either Gryphus or Wild Horse, since they are 2x2 creatures, as well as Rider.

Thanks for comments, friends.

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DarkCrystal
DarkCrystal


Promising
Supreme Hero
Staright out of line
posted February 05, 2009 02:41 PM

Like the idea of black griffin with tattered wings.
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Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 05, 2009 03:52 PM

Agreed, that black Griffin is really cool.
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Darkwulf
Darkwulf


Hired Hero
posted February 05, 2009 05:24 PM
Edited by Darkwulf at 17:25, 05 Feb 2009.

Hmm, honestly, Id drop the wild horse, it seems too like the sylvan unicorn to be honest, but its your choice maybe you could have a vote
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Fauch
Fauch


Responsible
Undefeatable Hero
posted February 05, 2009 08:44 PM

Quote:
@Fauch
Which one especially? If you mean that black griffin, its wings are intentionally tattered like that (little tweaking tho). Those are not final versions yet (some of them at least).

almost all of them

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Tyrannt-Baal
Tyrannt-Baal

Bad-mannered
Tavern Dweller
posted February 06, 2009 01:33 AM

I would like to test Oblivion faction so when is it ready to Download
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kainc
kainc


Famous Hero
posted February 06, 2009 06:44 PM

@Darkwolf
Ok, no need to vote since I was thinking to drop that horsie why?

a. there's already one creature visuals from Sylvan already (tier 2 upg B - beast tamer, uses druid model),
b. you're right, horsie looks too much like original Unicorn,
c. no base creature visuals from Dungeon yet.

@Fauch
Darn

@Tyrannt-Baal
A good guestion. I can't promise anything yet. It's not ready for beta testing yet, why?

a. creatures tier are 4-7 not ready yet,
b. heroes not ready yet, not even close...
c. hero skills not ready yet...
d. some other things I need to change.

I want to make it more complete before sharing. I'm planning to make Oblivion campaign too, but I will share the mod first, and then, later give you the campaign.


I could make a video teaser into YouTube if you ppl like

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Darkwulf
Darkwulf


Hired Hero
posted February 06, 2009 08:12 PM

A teaser video would be cool BTW, what are you thinking to use for the tier 7? The dragons are a little overused. what about a de-buffed pheonix thing?
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