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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Wake of Gods] - Introduction/Modding/Scripting
Thread: [Wake of Gods] - Introduction/Modding/Scripting This thread is 33 pages long: 1 10 20 ... 21 22 23 24 25 ... 30 33 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 08, 2012 10:36 AM

Uh, before modding, you should ensure you have an untouched Heroes folder somewhere. For working on def frames, you always have to remove background before every modification and add it later. Welcome in hell.

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ChaosHydra
ChaosHydra


Famous Hero
posted May 08, 2012 02:52 PM
Edited by ChaosHydra at 15:13, 08 May 2012.



How do I remove this and replace it with a castle/neutral background?

EDIT: the creature also isn't "centered" as you can see

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 08, 2012 05:23 PM

These are stored in a def called TWCRBACK.def. If you want to change the picture, change it here. If you just want to put a creature belonging to a different town, I think there is an ERM command under MA for this

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ChaosHydra
ChaosHydra


Famous Hero
posted May 09, 2012 12:01 PM
Edited by ChaosHydra at 12:04, 09 May 2012.

How do I change CPRSMALL.def & TWCRPORT.def for one creature? I extracted a picture, recolored it and put it back into the defs. But the game crashed. Should I extract them all instead?

And what should I choose with "type" in H3DefTool?

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 09, 2012 04:28 PM

Quote:
How do I change CPRSMALL.def & TWCRPORT.def for one creature? I extracted a picture, recolored it and put it back into the defs. But the game crashed. Should I extract them all instead?

And what should I choose with "type" in H3DefTool?


In h3defview you should choose the option to extract all for h3deftool and then just open the file with it. Change the picture, resave and reinsert. If you are trying to make it again yourself it will be really annoying as you'll have to add every creature frame in order one by one. The game crashes because you probably tried to use a CPRSMALL with 1 creature, and the game tried to show any other creature, and broke.

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master_learn
master_learn


Legendary Hero
walking to the library
posted May 09, 2012 05:51 PM

Posting

Post reply is better than quote reply...

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ChaosHydra
ChaosHydra


Famous Hero
posted May 09, 2012 06:19 PM
Edited by ChaosHydra at 18:26, 09 May 2012.

What's the background color for the small avatar, some sort of brown? When I keep the cyan it shows only half transparant.



The townscreen pic worked like a charm.


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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 09, 2012 06:28 PM

What small avatar? The ones you see on the adventure map in the bottom right (and also in town, and in the main menu) are in CPRSMALL and the background is cyan. The background for creatures when you right click on them is a pxc file called something like CRBkg***.pxc with the *** being different for every town. Something close to this.

Can you explain what you mean by half of the background? Pic?

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ChaosHydra
ChaosHydra


Famous Hero
posted May 09, 2012 07:08 PM

Well, I encircled it in green. There's some cyan left in my small Behemoth pic, I used Magic Wand Tool, Inverse Select, but he doesn't take the whole pic, so I hold Shift to select the cyan, but he doesn't delete the cyan. It's still visible in-game as you can see.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 09, 2012 07:48 PM

It just must not be perfect cyan. If it is it will not show up, should be pretty obvious when it is wrong...

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ChaosHydra
ChaosHydra


Famous Hero
posted May 14, 2012 10:06 PM



What the...? Isn't this in the same .def?

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solitaire345
solitaire345


Promising
Famous Hero
posted May 15, 2012 12:59 PM

Could you crop the image to just the part where something is wrong? Now everything looks fine to me...

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ChaosHydra
ChaosHydra


Famous Hero
posted May 15, 2012 01:10 PM

You can magnify it, you know, when you click on it.

Also, I wanted to change a dwelling name, so I renamed it in DWELLING.TXT, CRGEN1.TXT and ZCRGEN1.TXT, but nothing happens in-game?

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ChaosHydra
ChaosHydra


Famous Hero
posted May 21, 2012 11:55 PM



Can someone PM/post the Sylvan Centaur "combat screen" def? Mine has a white background... even when filling in PS with [0,255,255], the background changes to grey, wtf?

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 22, 2012 12:02 AM

I think you may be screwing up with deftool actually. Mess around with the standard color boxes and such. I'm assuming grey means like a shadow, so it thinks one color is a special one or something, happened to me a lot.

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ChaosHydra
ChaosHydra


Famous Hero
posted May 22, 2012 10:24 AM

No, it was like this when I installed WOG. I think it's weird it doesn't show up as a white background either in-game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 22, 2012 10:49 AM

Background can be any color handled by def tool, not only Cyan. I often used black or white background for creatures containing cyan inside. Open def tool and look at colors table.

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ramcrys
ramcrys

Tavern Dweller
posted May 28, 2012 07:06 PM

Is there a way to batch extract a def file into animations? In particular, for example, CChamp.def has 18 animations; and I can extract them by manually clicking 18 times in Def Preview.

What I want is to automate this process because i need to do it with several def files. The first though is through command line, but unfortunately, Def Preview does not support command line does it ? Or maybe there is another way to do it, please help me.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted May 28, 2012 07:54 PM

There is always the option within defpreview called extract all for deftool, which extracts all pictures plus shadow and makes a file that deftool can open... easy

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ramcrys
ramcrys

Tavern Dweller
posted May 29, 2012 10:05 AM

actually I see that option, but what I want is a little different.

For example if the def file has 20 animations (moving, death, turn left ...) I want to extract them separately into .pcx files as they are. Alternatively, I want to know what .pcx are "contained" in which animation, so that I can use them later.

This is because I want the "sprites" for a small, fun "game" on XNA I'm trying to write. I forgot to mention this purpose (no modding here, but it's still ..uhm.. related so hope you guys can help me )


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