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Heroes Community > Heroes 5 - Modders Workshop > Thread: [WIP]A Total New 3D Mages Guild
Thread: [WIP]A Total New 3D Mages Guild
TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted July 15, 2009 07:39 PM

[WIP]A Total New 3D Mages Guild

Hello... I was wondering if some of you were interested by the development a new big MOD. It will be certainly hard-coding in the XDB files, a bit texts and originality and maybe some artistic jobs too.

Description of the project
The thing, is to change the Mage guild screen in priority. Other screens could follow, but let's begin by one only. I choose this one because I think that when you see the beautiful Spellbook we have in the combats, the Mage Guilds are a bit... little. 2D texture placed on another 2D texture, with the town in background ? Not very finished I think (maybe you too). So, in looking for new models in the Editor, I found these 3D arenas, with prepared ArenaObjectLocations points, that are only waiting for effects on them...
Watch these arenas (the inferno marks shows the emplacement of these Location Points, and for the peasants, I found myself the points, in referring myself to the Light Emitter coordinates) :







So, with these pre-made arenas, I think we are able to create an arena for the Mage Guild at least. Like adding a magic shrine in greater, on the right page the spell icon, on the left page the spell description (& formula ?) and the spell name. The Magic Shrine 1 model for the level 1 & 2, the Magic Shrine 2 model for the level 3 & 4, and the Magic Shrine 3 model for the level 5 & 6. We culd also modify textures of these, for each level, and add model instance effects, like we do for NCFs. The textures will have a better definition (x 2 maybe) cause else, when we make zoom, we will see only blury details.
For the spells and the descriptions on the pages (that will be blank first), we will use the same method than the one nival used for the Spellbook (how icons & texts are applied to the pages, so on another model).
We would have a camera for each of the shrines. Then we have two options : we can make a static camera that can't move, right above the shrine. Or we can create cameras with limits, so we can turn a little around the shrine book (to have more interaction with the player).
Here is a schema (very schematic )of the arena:

The panel below shows the different spells known by the Mage Guild. The names aren't buttons, only texts that are set in highlight when the cursor fly on it or click on it (then the highlight is "locked").
Where stays the red text, there is the exit button (at least).*

You understand I can't do this alone and I will need some persons to make the buttons files (I never understood them :S) or at least explain here how does the buttons files tree work.

Steps of development
1°) The most important. Modify the original town UI XDBs to redirect the player to this arena when he clicks on the Mages Guild button (if someone has an idea!) ;
2°) Setting the initial camera (when the Mages Guild is opened) ;
3°) Making the UI at the bottom of the screen ;
4°) Placing (only placing) shrines models ;
5°) Configuring the cameras for each of them ;
6°) Linking UI and Cameras (with the buttons of the UI) ;
7°) Placing spells icons and descriptions on the shrines ;
8°) Retexturing the shrines and adding effects to them ;
9°) Details and finishes (like ambiant light,...).

So there we are... I sincerely hope that some of you will help me, from far or from near, first of all for the point 1, the point 3 and the point 6. This three points are very important but I can't make them alone, cause I don't know how to proceed, I've never modified this :S

Hope you will accept this challenge, after you have accepted the NCF project... It would be another big big MOD of a new generation (after editing the common 2D UI, then towns and creatures, why not continuing on creating a total new 3D Mages Guild ?)
...
Please... accept ! If you don't make it because you think the MOD does not improve the game, make it for your love of Modding


I'm opened to your questions, if you have some :s...
==========================
*No wonder we will use the Editor for the cameras, lights, shrines and effects placing... It is very useful to do that.
____________
NCFBank,
the complete and homogen NCF
library.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 15, 2009 10:12 PM

The first arena is from the beta, it was for hiring troops.

At least one (and probably both) of the others are from the credits.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 15, 2009 11:01 PM
Edited by SimonaK at 23:17, 15 Jul 2009.

I find the project interesting. unfortunaly I cannot give time for now. (My time = RTMG, NCF and other MODs)
maybe later but I don't think.

I really like the idea about seeing spells of any levels in same view. (like H2 or H3)
Anyway even in 2D, H5 could have provided that in same view I have a wide screen!

ohh! you thought about rune and warcry guilds too?

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted July 16, 2009 11:40 AM
Edited by TSoD at 11:42, 16 Jul 2009.

Thanks and yes But let's make the common Mages Guild first

Indeed Cepheus, the arena with the candle is the credits arena. But for the Magic Guild for which I made a schema, I think the Hiring Arena of the beta is exactly what we need...

Has someone an idea of how to proceed to redirect the player to this arena and UI instead of the normal one ? Which file must I edit ?
It is the only thing I really need to know before doing anything, so if someone has an idea, tell it please!!

EDIT : in fact, if we aren't able to redirect the player to this new interface, we can still make a 2D UI more "heroes V-ish"... Like Heroes III ones (with a 2D background texture, with a window from which we see the town)
____________
NCFBank,
the complete and homogen NCF
library.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted July 17, 2009 12:54 PM

I hope you can finish this MOD, I once tried to create a custom menu like this, but I failed miserably, I just gave up and started working on a static menu. I hope you do a better job than me
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 17, 2009 01:56 PM

I'd love to help you out with this, TSoD, but I honestly don't know where to begin. If I see another .xdb in the next week I'm going to cough up my lungs.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted July 17, 2009 04:18 PM

Quote:

Steps of development
1°) The most important. Modify the original town UI XDBs to redirect the player to this arena when he clicks on the Mages Guild button (if someone has an idea!) ;
2°) Setting the initial camera (when the Mages Guild is opened) ;
3°) Making the UI at the bottom of the screen ;
4°) Placing (only placing) shrines models ;
5°) Configuring the cameras for each of them ;
6°) Linking UI and Cameras (with the buttons of the UI) ;
7°) Placing spells icons and descriptions on the shrines ;
8°) Retexturing the shrines and adding effects to them ;
9°) Details and finishes (like ambiant light,...).


You can begin by step one Lol, no, try to find the xdb to edit when you want

Because I know it will need a certain time to find the XDB in step 1, I'm beginning another project in the same time. A new 2D interface for the Build menu. Look the concept schema I made :



The two panels at the right will be on the left in fact (to not mask the view of the selected building's camera). The first will contain the name first, then the common description, the same we can see now in the game. The second panel will contain an "historic" description, like creatures one but here for the buildings (maybe I'll need the imagination of some of you ! And also your english talent to correct my english translations ).

You have maybe noticed : yes, this idea of building menu was in the first version of Heroes V (alpha ?), seeable in the book of the Complete Edition I add some new things and old things, like the previous/next building buttons at the right and left bottom. The tree will also still viewable by left-clicking on the button at the top-left. It will be more interactive, a bit like the Skillwheel (growing icons, displaying the buildings needed to construct another one we click on,...).
This will be all in 2 dimensions.

Do you find this new UI cool ? :S
____________
NCFBank,
the complete and homogen NCF
library.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted July 18, 2009 10:27 AM

Hm I already have a problem...
I only edit the background texture and also remove all <children> of the BuildingsHolder (to after put mine), but the game crashes when I click on the Show Build Menu button.
Could someone please can look where I am wrong ?

Download here my UI folder (207 kb)
(=> I know the Quit button is wrong ; I forgot to redirect it to the common Back.(UISRunDirectAction) command, but even before, it hadn't worked :'()

I tried to do like the Skillwheel, so

Quote:
<?xml version="1.0" encoding="UTF-8"?>
<UISSendUIMessage ObjectRecordID="5">
<ClassTypeID>285694982</ClassTypeID>
<SUIStateBaseFakeField>0</SUIStateBaseFakeField>
<szMessageID>
<First>UI_SHOW_WINDOW</First>
<Second>true</Second>
</szMessageID>
<szParam>
<First>NewBuildingsHolder</First>
<Second>true</Second>
</szParam>
<nForwardParam>
<First>1</First>
<Second>true</Second>
</nForwardParam>
<nBackParam>
<First>0</First>
<Second>true</Second>
</nBackParam>
</UISSendUIMessage>



(I named the BuildingsHolder.(WindowSimple) NewBuildingsHolder)

But when I click on the show build menu, nothing happen.

Can someone please help me ? at least explain how do the buttons and all this UISRunDirectAction work ? It would be very nice of you
____________
NCFBank,
the complete and homogen NCF
library.

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