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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adding a town to replace the Conflux: A No-Coding Tutorial
Thread: Adding a town to replace the Conflux: A No-Coding Tutorial This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted August 15, 2012 09:51 PM
Edited by fred79 at 19:20, 03 Feb 2013.

it would be a better place to put it, aesthetically, but then, i don't want the vampires gone. and if i were to replace the vampire building and vampires with the pyramid and mummies, i would have to shift the vampires over to the black knight dwelling. that creates too much work. i only want the black knights gone, therefore, they go, along with their building, and their stupid "double damage" spell. never liked that one. anyway, here is a better version of the original colored pyramid, which i had before, but forgot to update in the pic.

now, i am stuck. i have no idea how to compile layers in ps, to make the finished product. i have tried, i made the pyramid a layer, but trying to add the d*mn platform it goes on(from the TBNBkn2.def), ps keeps making it its own layer compilation, instead of adding to the pyramid one. it's f*cking frustrating. and i can't find my d*mn manual that shows how to do everything, so i don't have to page back and forth with any online instructions.

edit: i'm having enough problems with ps. i don't even want to THINK about erm right now.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 15, 2012 09:57 PM
Edited by kegolo at 21:59, 15 Aug 2012.

Uhh first delete the background of your pyramid layer, then right click any layer and do merge visible.

And just as a general word of caution: modding is a LOT of work. Adding one building is nothing. If you don't learn ERM, your mod will probably be bad. No one cares about new skins for teams. So I'd suggest master PS, H3 tools and ERM before complaining about anything being hard, or give up and just suggest a mod. Just sayin.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 15, 2012 10:17 PM

lol, i gripe because i get angry easily. but i sure don't intend on quitting just as easily. once i want to do something, i do it, and my temper be d*mned. thanks, kegolo. back to the grindstone for me...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 15, 2012 10:47 PM

also, when you say my mod will be bad, could you explain? all i plan on doing is re-writing the txt files for the town object(just replacing the name, really), and replacing the same-named defs with the ones i create. so basically, i am tricking the game into thinking that the pyramid and mummies are the hall of darkness and the black knights. i'm not actually creating anything i would think the game would see as "new".

this is all part of a bigger project i have in mind. for right now, i am starting with this one town object, and replacing some of the creatures inside the pre-existing buildings to what i want, using amethyst, and rewriting the txt files i need to rewrite, so everything is good to go. just doing everything like how the tutorials say. i have everything extracted and laid out how i need it, it's just using ps that is difficult right now. the rest will come, however gradually.

but really, will using pre-existing names for defs that are already in the h3sprite and h3bitmap be an issue?

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 15, 2012 10:56 PM

No it won't be an issue. You won't need amethyst if you are just doing that. What I mean by "bad" is that, if you were actually planning on releasing something for other people to play and enjoy, it will not be good if you just switch around the units of teams. NWC spent a lot of time making balances and cool teams, so you would have to give something more than that for people to play, not just have a mummy instead of a black knight (and similar switches).

I'm not saying your mod won't be great. I hope it is. But from what I have seen since I started modding like 1.5yrs ago, is that people hate recolored units, and simple unit switches. And just as fair warning, switching the black knight for the mummy will not get rid of its double damage death blow. That's hardcoded to its creature number. So your whole plan will fail if you wanted to just get rid of that.

That's why I say learn all your tools first. Because then you won't give up when your mummy does double damage, you'll correct the error in one line of code. Even if you use amethyst to get away from that issue (having DDDB) you'll still have to code it so mummys are in the black knight dwellings.

It's this kind of stuff you gotta consider.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 15, 2012 11:09 PM
Edited by fred79 at 23:12, 15 Aug 2012.

yeah, i already know what i have to do to change the spell stuff for creatures, like i said, i have everything laid out. all the txt files and def files i need, before packing them back into the lods with the updated changes. i have read some of the stuff on this forum, lol. no, it's really pretty self-explanatory when you browse thru all the files in the h3sprite and h3bitmap, among others. the only problems i've ever had were getting programs to work for me, rather than against me.

edit: and i did figure out what was wrong with the modded def i was trying to add to the pyramid. it wasn't rgb color. now i should have no problem combining the two.

edit #2: i plan on renaming the mummies in the lod to the previous black knight defs, then changing the names in the txt files.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 16, 2012 12:00 AM

May I suggest Kegolo to ask Angelito to move all fred's posts and others answers to a different thread? We are now very far from the main idea.

Fred, please create a thread for your requests, so moderator can move the whole thing there.
____________
Era II mods and utilities

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 16, 2012 12:40 AM

Fred I am telling you death blow is hardcoded. It's not a creature flag that can be turned off of black knights. If you have creature 67, it will have death blow. No editing of text files or easy ERM will fix it, unless you've found the memory address that stores it...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 16, 2012 04:10 AM
Edited by fred79 at 19:21, 03 Feb 2013.

hardcoded, huh? well, maybe i WILL find the addressy thingy

if i can't, then what about replacing the animation for it? i'm sure a mummy has some kind of powers it can use...

as you can see, there is a faint white outline around the pyramid and the hill it sits on. when i selected both of them in PS using "selection brush tool", i made sure not to highlight any white background pixels. i double-checked after placing, and no white pixels are highlighted. so, anyone know how to fix the issue i'm having? i haven't any idea.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 16, 2012 04:40 AM

I mean replacing animations does only that. It looks different. And then you still have to code stuff. Black knights are 2-hex mummys are 1, can't change that in a text file.

What I would do is use amethyst and then use !!UN:T to replace them in the town, and then you can give them any ability you want.

As for your pyramid, did you keep the background of the def cyan? I find it helps to keep it cyan because then you can select all cyan and then select inverse, rather than using the brush tool which can be iffy. Or you could just delete the background...I think PS likes to interpolate sometimes for stuff, but I don't know when or how to change, just that I used to have that problem, and now I don't, so press on!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted August 16, 2012 03:18 PM
Edited by fred79 at 16:40, 16 Aug 2012.

wow, i can't believe i forgot that. now i have a 2-hex problem. looks like i WILL be having to learn some ERM.

i will give that "select inverse" a try. i have tried different things, and i wasn't getting anywhere. i wonder if select inverse works on white, being that cyan is a color that is inside the pyramid def...

edit: i'm an idiot. i'm trying (and failing miserably) to make a def, when all i'm doing is replacing pictures... geez...

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karen
karen


Adventuring Hero
posted January 11, 2013 06:24 AM
Edited by karen at 07:59, 11 Jan 2013.

Thanks for this valuable article.
But why don't you set the location of new buildings?
Just use 800x374 images directly?

Oh,I have done all of things except for buildings.

Edit:I wanna change Conflux to a H4-style town.

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hobbit
hobbit


Supreme Hero
posted January 11, 2013 08:29 AM
Edited by hobbit at 08:34, 11 Jan 2013.

Well, that's fine. Good luck with that.

Quote:
But why don't you set the location of new buildings?
Just use 800x374 images directly?

I guess it's just easier and - if you don't mind graphical errors that may occur - there is not much of place for mistakes.
____________
Horn of the
Abyss on AcidCave

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 11, 2013 01:58 PM

Quote:
Thanks for this valuable article.
But why don't you set the location of new buildings?
Just use 800x374 images directly?


For me it seemed easier to line things up in photoshop on the town background and use the size of the background to easily switch to the def frames I needed. I just threw oxfea's code to change location for every building in conflux to (0,0) for this to work. It avoids counting pixels all the time.

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Karen
Karen


Adventuring Hero
posted January 11, 2013 06:44 PM

Oh,thank you for help.
And I can find this code in your Covenant Town.erm.
Believe I can complete a new town.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 11, 2013 06:53 PM
Edited by kegolo at 18:54, 11 Jan 2013.

!!DO1337/0/43/1:P;

!?FU1337;

!!VRy1:S8; //city
!!VRy2:Sx16; //building ID
!!VRy6:S0; //frames num in new def
!!VRy3:S0; //new x
!!VRy4:S0; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;


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gnollking
gnollking


Supreme Hero
posted January 11, 2013 06:55 PM

Quote:
Believe I can complete a new town.

Yes, it is extremely easy, but time consuming. (I've quit a couple of times lol)

I wish you the best of luck though, all new towns are welcome

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Hobbit
Hobbit


Supreme Hero
posted January 11, 2013 06:57 PM

Quote:
Yes, it is extremely easy, but time consuming.

Of course.
____________
Horn of the
Abyss on AcidCave

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted January 11, 2013 06:58 PM

The only advice I would give, is remember graphics don't make the game more fun. Switching creatures around doesn't really make the game more fun. If you want to make a good new town, give people exciting things to play with, not just different things to look at.

I would also say if you can draw you're so lucky. ERM can be learned. Artistic skill cannot.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 11, 2013 08:11 PM

Quote:

I would also say if you can draw you're so lucky. ERM can be learned. Artistic skill cannot.


You can't draw ? No, you just don't have the keys to draw, make an artistic school for a few years and you'll get surprised with yourself ! =P

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