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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6 HC custom maps
Thread: Heroes 6 HC custom maps This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
KingImp
KingImp


Famous Hero
posted October 19, 2011 04:52 PM
Edited by Cepheus at 12:55, 24 Oct 2011.

Really? It makes sense to have to paint underneath a fight just to get it to work when before all you had to do was place a creature and you were good to go?

Speaking of painting, how exactly do you do it? All I can figure out is to paint on an area, but I see no tools on how to fill the area that is painted.

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bluecamel
bluecamel


Adventuring Hero
posted October 20, 2011 12:18 AM

It makes sense that you can paint areas where you want a specific battleground template to be used, but if there is no paint it should default to the type of terrain you are on, IMO. Should not be required to make the map.

Also as themarsh alluded to, the "random amount" function does not work on monsters; you have to specify the amount or they will not function.

Quote:

Speaking of painting, how exactly do you do it? All I can figure out is to paint on an area, but I see no tools on how to fill the area that is painted.



On the righthand toolbar it's under the 2nd tab. It's near the bottom (second-to-last dropdown menu called "Combat map painting" right before "Sky Globe").


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themarsh
themarsh

Tavern Dweller
posted October 20, 2011 02:28 AM
Edited by themarsh at 03:26, 20 Oct 2011.

Shipyard, bridge?

Anyone get a shipyard to work, mine always say boat in harbor.
Also haven't figured out the bridges yet?

Got the shipyard to work needed to paint under the water with passability water.
____________
I just don't think you can stop
a Demon invasion without
Sprites, and Unicorns.

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KingImp
KingImp


Famous Hero
posted October 20, 2011 06:11 AM
Edited by KingImp at 06:13, 20 Oct 2011.

Quote:
Quote:

Speaking of painting, how exactly do you do it? All I can figure out is to paint on an area, but I see no tools on how to fill the area that is painted.



On the righthand toolbar it's under the 2nd tab. It's near the bottom (second-to-last dropdown menu called "Combat map painting" right before "Sky Globe").


No, I mean painting regular areas for a different terrain look. Everything is just the regular flooring that you start with. I can't figure out how to change the look from section to section.
And what about trees? Do you have to place every single one separately or can you draw and then have it fill in trees and mountains?

Also, why doesn't the minimap work? It's constantly white.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 20, 2011 10:46 AM

Quote:

No, I mean painting regular areas for a different terrain look. Everything is just the regular flooring that you start with. I can't figure out how to change the look from section to section.
And what about trees? Do you have to place every single one separately or can you draw and then have it fill in trees and mountains?



You paint the ground using the library of tiles that you have to select. You open up this library window, and right-click each tile you wish to add to sort of a 'local' library consisting of the tiles you think you'll use for your map. Then, keep this local lib window (which is wide) at the bottom of your editor and select the one you want for painting.
As for trees, rocks, plants, bushes, flowers, items etc I have the same issue as you with having to place one at time. Tedious. I wish there was a way to spray paint several and define the size of the spray size. Or is there a tool like this? Anyone?

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bluecamel
bluecamel


Adventuring Hero
posted October 20, 2011 12:37 PM
Edited by bluecamel at 12:40, 20 Oct 2011.

Quote:

No, I mean painting regular areas for a different terrain look. Everything is just the regular flooring that you start with. I can't figure out how to change the look from section to section.
And what about trees? Do you have to place every single one separately or can you draw and then have it fill in trees and mountains?



What he said.. it is under the "Terrains" dropdown menu in the 2nd tab. Hit Material Library or m. selector.

Quote:

As for trees, rocks, plants, bushes, flowers, items etc I have the same issue as you with having to place one at time. Tedious. I wish there was a way to spray paint several and define the size of the spray size. Or is there a tool like this? Anyone?



I think you may just have to stick w/ the ol' fashioned way like it was in some of the older editors.

One thing that I have found annoying.. some artifacts and other things have a VERY VERY small area on the item which you can click on in order to move the item. One example is the artifacts that show up as the spinning box. Put one of those on the map and then try to move it to a diff location.. an exercise in patience lol. The reason it is so hard to click, I have realized, is that the clickable portion is the blue "fx" circle underneath the effect, which is sometimes 99% covered up by the effect.. so you're trying to click a single pixel basically. Maybe there is an option somewhere to turn off effects in editor..

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KingImp
KingImp


Famous Hero
posted October 20, 2011 05:05 PM

Okay, I'm slowly getting the hang of this (still don't consider this user friendly), but what about the minimap. I cannot get any picture to show up in there.

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bluecamel
bluecamel


Adventuring Hero
posted October 20, 2011 06:24 PM

ubi released a map editor guide today, was linked in another post
http://static2.cdn.ubi.com/gamesites/mightandmagic/heroes6/download/Heroes6_Editor_Quickstart_Guide.pdf

The reason you can't get anything on minimap is cuz none of that stuff in that corner of the screen has been implemented yet I don't think. Look @ the picture in the tutorial, you'll notice that the minimap is conveniently not shown, and in the text along w/ the keybinds list it is not mentioned

That said, the guide is pretty helpful. I learned a good amount.

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themarsh
themarsh

Tavern Dweller
posted October 20, 2011 11:36 PM
Edited by Cepheus at 12:55, 24 Oct 2011.

Awesome! Thanks for the link!
____________
I just don't think you can stop
a Demon invasion without
Sprites, and Unicorns.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 21, 2011 12:39 PM

Quote:

Quote:

As for trees, rocks, plants, bushes, flowers, items etc I have the same issue as you with having to place one at time. Tedious. I wish there was a way to spray paint several and define the size of the spray size. Or is there a tool like this? Anyone?



I think you may just have to stick w/ the ol' fashioned way like it was in some of the older editors.

One thing that I have found annoying.. some artifacts and other things have a VERY VERY small area on the item which you can click on in order to move the item. One example is the artifacts that show up as the spinning box. Put one of those on the map and then try to move it to a diff location.. an exercise in patience lol. The reason it is so hard to click, I have realized, is that the clickable portion is the blue "fx" circle underneath the effect, which is sometimes 99% covered up by the effect.. so you're trying to click a single pixel basically. Maybe there is an option somewhere to turn off effects in editor..


After reading the much appreciated quickstart guide, I found a way to paint more than one item at a time by just increasing the brush size. However, this method is far from ideal since there's no way of adjusting the 'spray' dispersion. I.e. all items painted in a say size 4 square brush (creating a 4x4 square) are covering that area 100%, leaving 16 items. No gaps whatsoever, which is of limited usability in my view. Now I have to manually delete items here and there to create gaps thus some sense of natural variety.


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KingImp
KingImp


Famous Hero
posted October 21, 2011 03:49 PM
Edited by KingImp at 15:52, 21 Oct 2011.

Okay, so I was playing around with this last night to try and get the hang of it.

I placed two towns (1 Haven and 1 Inferno). As far as I know I even specified that these were to be the factions. When I tried the map, it still let me choose any hero, so for the Inferno town I placed I put a Haven hero in just to see what happened. When the map started, it turned that town into Haven, but on the minimap it was shown as being Inferno.

How do you make it where the town you place is the only one that can be used for that player?

Also, during this test, the AI defeated me and took my town, but the game didn't end. I don't know if you have to specify the terms of victory or whatnot. Any idea why the game didn't end and if so how do I fix that?

One last question, for now. I placed resources and then went in to it's properties to adjust the amount. Nowhere did I see any option to do so. Are we stuck with the game deciding how much will be in each pile or am I just missing how to change it?

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mikkelgro
mikkelgro


Adventuring Hero
posted October 21, 2011 04:37 PM
Edited by Cepheus at 12:56, 24 Oct 2011.

Stupid question maybe, but have you set up the necessary event triggers for victory and defeat? That's all explained in the quickstart guide, so I'm sure you have done this but thought I'd mention it anyway.

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bluecamel
bluecamel


Adventuring Hero
posted October 22, 2011 12:02 AM
Edited by bluecamel at 00:03, 22 Oct 2011.

Quote:

After reading the much appreciated quickstart guide, I found a way to paint more than one item at a time by just increasing the brush size. However, this method is far from ideal since there's no way of adjusting the 'spray' dispersion. I.e. all items painted in a say size 4 square brush (creating a 4x4 square) are covering that area 100%, leaving 16 items. No gaps whatsoever, which is of limited usability in my view. Now I have to manually delete items here and there to create gaps thus some sense of natural variety.



Another thing you could do is make a small, medium or large area of decoration, then ctrl+c it and go to the 3rd tab 1st dropdown menu and ctrl+v. Then press mirror horizontally, or vertically, or turn left/right, and also can change the scale.. this could make it seem natural but save some time.

OH YEAH, almost forgot.. AVOID using decoration items under the "Plains" tab. "Plains - Summer" is fine but I've noticed that some (maybe all?) items under the "Plains" tag (such as trees, bushes, etc.) do not show up in maps for some reason.

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themarsh
themarsh

Tavern Dweller
posted October 22, 2011 04:08 AM

Has anyone been playing with the triggers?

I'm trying to set up an objective as 'get 100 crossbowman' as part of a quest, but I just can't figure it out.
Has anyone done this yet?


____________
I just don't think you can stop
a Demon invasion without
Sprites, and Unicorns.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 22, 2011 11:31 AM
Edited by Cepheus at 12:56, 24 Oct 2011.

I just had a look at the trigger editor, and tried to find something akin to Scenario_objective and obtainNumberOfUnits or similar. I tried a few that seemed sensible but with no success. There are so ridiculously many variables and conditions in this trigger editor that it's essentially a programming language on its own. Documentation is imperative! But keep trying different combos and if you hit jackpot then let us know.

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xerox
xerox


Promising
Undefeatable Hero
posted October 22, 2011 05:17 PM

Is there anybody who knows how to create a quest where you have to choosen between Blood and Tears? Like in the Sanctuary campaign when you get Blood for killing the Water elementals in the first mission, or Tears if you help them. How do you that?

The background story is that I am remaking an old popular Heroes of Might and Magic III map into H6, and since BlackHole decided not to have any quest buildings such as "Seer's Hut", I am making my own.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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bluecamel
bluecamel


Adventuring Hero
posted October 23, 2011 12:49 AM
Edited by bluecamel at 01:06, 23 Oct 2011.

Quote:
I'm trying to set up an objective as 'get 100 crossbowman' as part of a quest, but I just can't figure it out.
Has anyone done this yet?




To some small degree yes.. the map I'm working on has 2 sets of monoliths.. I found that they don't work unless you designate them in the triggers editor. I can explain how to do monoliths if anyone is interested. From what I can tell, you could use other interactable objects to be dimension doors as well.

trying to do the 100 crossbowman thing but no luck yet

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Nocturnal
Nocturnal


Promising
Supreme Hero
posted October 23, 2011 01:08 AM

Altough I have read the entire Quickstart Guide, I must confess I find this Editor even harder to use than H5 editor. Don't you think? Or will experience prove I'm wrong?
____________

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bluecamel
bluecamel


Adventuring Hero
posted October 23, 2011 01:15 AM

Quote:

I just had a look at the trigger editor, and tried to find something akin to Scenario_objective and obtainNumberOfUnits or similar. I tried a few that seemed sensible but with no success. There are so ridiculously many variables and conditions in this trigger editor that it's essentially a programming language on its own. Documentation is imperative! But keep trying different combos and if you hit jackpot then let us know.


Under GetTriggers there is a "GetNumberOfCreatureInArmy" (along with a GetArmyPower) but how to specifically target how many crossbowmen? Not sure. That thing just counts how many total units the entity has.

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mikkelgro
mikkelgro


Adventuring Hero
posted October 23, 2011 11:02 AM
Edited by Cepheus at 12:56, 24 Oct 2011.

I'm just guessing here, based on experience with languages like Python, that this is all various 'methods' or procedures for acquiring values of specific entities, like in this case number of creature in an army. In other words, all the GetNumberOfCreatureInArmy method does is reading the number of creature in army value, which can be used in some sort of conditional test. I.e. in programming terms: if GetNumberOfCreatureInArmy >= 20: setVictoryCondition = True. But I don't understand yet how to implement this kind of condition in the map editor's 'language'. I don't know its syntax. Documentation! Arg,

Another thing is that GetNumberOfCreatureInArmy may not 'get' the value of how many creatures of a specific kind one has in an army, it could just mean get the index number of a specific unit/creature in an army, meaning a number representing the various kinds. I.e. Crossbowman = index (or number) 13 for instance. Again, just guessing here.

But we'll keep trying and eventually we'll figure this beast out! Damnit.

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