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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Anyone for a mod?
Thread: Anyone for a mod? This thread is 25 pages long: 1 2 3 4 5 ... 10 ... 21 22 23 24 25 · «PREV / NEXT»
lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted August 22, 2016 04:55 PM

LizardWarrior said:
Weird, the thing is that Akevent comes from a 3rd party library, however I should be able to make one in UDK via code and then just import it to h7 editor.


Have you made any progress with custom sounds, Lizz?

I saw you are gonna have Lich with the H3 DeathCloud sound so you imporded the wav with no problems?

I am still sad panda and devs from Limbic are also silent
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cleglaw
cleglaw


Famous Hero
posted August 22, 2016 05:09 PM

amazing work with dragonfly! nostalgia coming back with glory

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syliber
syliber

Tavern Dweller
posted August 24, 2016 09:57 AM

i make skill Mod

many skill change mod

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Biopat
Biopat

Tavern Dweller
posted October 13, 2016 08:50 PM
Edited by Biopat at 17:32, 14 Oct 2016.

I've found that file MMH7Game.u contains parts of code that looks like AI scripts. Maybe it could be usefull for AI modding? I wonder if it is possible to recompile them and use as AI Mod? Is there someone familiar with Unreal Engine?

PS.
MMH7Game.u is compressed, it must be decompressed with http://www.gildor.org/down/41/umodel/decompress.zip, and then can be unpacked with upkunpack.exe from tools I found there:
http://forum.teratoday.com/topic/500-upk-modding-tools-upkrepackupkunpack-13-v/. Files "ScriptText.TextBuffer" in directories constains scripts code.
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viliuscreator
viliuscreator

Tavern Dweller
posted October 14, 2016 01:44 PM

LizardWarrior said:



Now I present the first thing ever modded for heroes 7.


is dis homm 5 or homm 6?

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LukaOo
LukaOo


Hired Hero
posted October 16, 2016 10:00 AM

Biopat said:
I've found that file MMH7Game.u contains parts of code that looks like AI scripts. Maybe it could be usefull for AI modding? I wonder if it is possible to recompile them and use as AI Mod? Is there someone familiar with Unreal Engine?

PS.
MMH7Game.u is compressed, it must be decompressed with http://www.gildor.org/down/41/umodel/decompress.zip, and then can be unpacked with upkunpack.exe from tools I found there:
http://forum.teratoday.com/topic/500-upk-modding-tools-upkrepackupkunpack-13-v/. Files "ScriptText.TextBuffer" in directories constains scripts code.


It is not impossible because there is c++ code insertions in source scripts. This type of code can not be unpacked. You need to use UE hooks to change game behavior. This way does not mean direct changing of the game code, but allows to change the game behavior.

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Biopat
Biopat

Tavern Dweller
posted October 16, 2016 11:59 AM

LukaOo, thank you for reply. What is UE hook? Can you decribe it in few words or link to any description? I extracted H7AI* scripts and none of them contains "// (cpptext)", but H7AI* depends on other scripts. It is possible to use binary Classes from MMH7Game.u as dependeces to recompile H7AI scripts? I recompiled "H7LoadingHints". It is simple script without dependences, but I don't know how to inject it into game. I added package name entries to "[Engine.ScriptPackages]" and "
[UnrealEd.EditorEngine]" sections, but it don't work.
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LukaOo
LukaOo


Hired Hero
posted October 16, 2016 12:56 PM

Biopat said:
LukaOo, thank you for reply. What is UE hook? Can you decribe it in few words or link to any description? I extracted H7AI* scripts and none of them contains "// (cpptext)", but H7AI* depends on other scripts. It is possible to use binary Classes from MMH7Game.u as dependeces to recompile H7AI scripts? I recompiled "H7LoadingHints". It is simple script without dependences, but I don't know how to inject it into game. I added package name entries to "[Engine.ScriptPackages]" and "
[UnrealEd.EditorEngine]" sections, but it don't work.


You should to do something like this https://www.unknowncheats.me/forum/unreal-3-engine/69951-tutorial-vtable-hooking-vmt-hooking-unreal-engine-c.html

I had done such task for v1.8 here https://github.com/LukaOo/Might-And-Magic-Heroes-VII-Mods. But, I don't have enough time now to do this for latest version  In this case you can use binary classes from game.

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Biopat
Biopat

Tavern Dweller
posted October 16, 2016 02:22 PM
Edited by Biopat at 14:22, 16 Oct 2016.

LukaOo, thank You for sharing repo with code!
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted October 16, 2016 02:38 PM
Edited by LizardWarrior at 15:03, 16 Oct 2016.

Biopat said:
I've found that file MMH7Game.u contains parts of code that looks like AI scripts. Maybe it could be usefull for AI modding? I wonder if it is possible to recompile them and use as AI Mod? Is there someone familiar with Unreal Engine?



Just use .dll binding, a lot more elegant in my opinion.
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LukaOo
LukaOo


Hired Hero
posted October 16, 2016 03:47 PM

LizardWarrior said:
Biopat said:
I've found that file MMH7Game.u contains parts of code that looks like AI scripts. Maybe it could be usefull for AI modding? I wonder if it is possible to recompile them and use as AI Mod? Is there someone familiar with Unreal Engine?



Just use [url=https://udn.epicgames.com/Three/DLLBind.html].dll binding[/url], a lot more elegant in my opinion.


This method allows to call dll methods from unreal script, but does not allow change behavior of existing scripts.

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted October 24, 2016 11:39 PM

I've just made a tutorial for all mapmakers who want to shed some light on their maps

How to create custom lights (YouTube tutorial)
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Moritzbradtke
Moritzbradtke


Known Hero
posted October 25, 2016 03:01 AM

yeah, more tutorials for the noobs

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Kwarc
Kwarc


Adventuring Hero
posted October 29, 2016 09:57 PM
Edited by Kwarc at 00:38, 30 Oct 2016.

foxxxer said:

Recently I’m working on "new" resources but I don’t have much free time so I don’t know if I’ll be able to finish this little project.

Any progress? BTW there was sulfur land in Trial by Fire. Maybe it can be used to create sulfur mine?




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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 30, 2016 06:00 AM

Eww I had forgotten how ****ing ugly that game was.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 30, 2016 06:08 AM

The interfase looks copied from HV with no upgrade basically (10 year difference), and that treasure chest is uglier than the ones in H3...
: P

But... at least the map is not so bad.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted October 30, 2016 06:14 AM

"Not so bad"??? The **** looks like vomit, seriously.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted October 30, 2016 06:44 AM

Well, having been in volcanic lakes myself (not active, of course), those are the colors they actually have in the stone due to the elements involved...
otherwise, the zoomed-in picture does look way too textured, though. But take into account that this is the failed expansion of an officially low-budget game created on a third-party engine by a B-rated developer with a failed publisher team, and it looks quite nice for that then
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted October 30, 2016 09:00 AM
Edited by LizardWarrior at 09:01, 30 Oct 2016.

Those sulfurous formations look awfully close to someone using Oil Paint and Liquefy filters on a gradient in Photoshop Also, this is a 2016 game where you can clearly see the polygons, look how edgy the stones and water looks
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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted October 30, 2016 11:15 AM

Ehm... I Might have different visual preferences than you have but in my opinion all H7 sceneries including this one look better than H1-H4.

I like many H6 & H7 visual aspects.

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H7 Community Patch (UCP)

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