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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Map Editor is even worse than H6
Thread: Map Editor is even worse than H6 This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
sandman1142
sandman1142

Tavern Dweller
posted December 01, 2015 11:21 PM

How close are you guys to releasing maps?

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 02, 2015 08:33 AM

I have one map at 100 % and another at 90 % but editor doesn`t allow me to set basic functions.

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TM
TM


Hired Hero
posted December 02, 2015 09:56 AM

Seems like the early interest is fading quickly, it's nearly a month since the last map sent to hommdb. To be fair it's nearly a month since I played H7 myself, with lots of good games coming out recently. Hopefully they'll fix the problems soon, can't wait to try out natalka's maps
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lordgraa
lordgraa


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posted December 02, 2015 10:59 AM

TM said:
Seems like the early interest is fading quickly, it's nearly a month since the last map sent to hommdb. To be fair it's nearly a month since I played H7 myself, with lots of good games coming out recently. Hopefully they'll fix the problems soon, can't wait to try out natalka's maps


I am on the same side as natalka is. Currently finishing my first map (out of 7 maps for my campaign). But I am so frustrated by the user unfriendly editor that I had to stop the work for a while.

Editor is crashing every now and then, basic functions are missing, advanced functions are incomplete or bugged.

Its the same with the game and with the site mmh7 - unfinished, unpolished, bugged and done in a hurry.

Yet I believe in the better tomorrow I have to... I already put a lot of effort into my campaign (story driven maps, unique quests, events, boss units and more).

Once the editor is fixed and improved expect more and more maps TM
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lordgraa
lordgraa


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posted December 09, 2015 09:44 AM
Edited by lordgraa at 09:45, 09 Dec 2015.

Is there anyone familiar with Kismet scripting tool?

I would like to "play" particles on adventure map. I know it is possible because it is used for adventure spells and also in scripted events in campaign.

I managed to place the particle emittor on map which only "plays" on first turn (when the map is loaded). You can also postopone the particle effect (so as not to play on map load) but I am unable to actualy "fire" it by a custom event (cell trigger).

Can anyone tell me if it is possible through Kismet to, lets say, play the animation/particles for Armageddon when hero activate a cell event (step on a marked tile)?

By this I would be able to create cool "cutscenes" for my campaign!

Thanks in advance.
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 09, 2015 10:06 AM
Edited by natalka at 10:12, 09 Dec 2015.

send me map and I will investigate. Everything on my map is in Kismet.

My map is all messy after new patch. All the package links are broken and I have to create a new package with the map name and move everything there. Sort of doing same thing twice.


hero won at a battle site

I requested this and it works thanks.

learn spell for hero

I don`t know what you did here but it doesn`t work for me. I tried with tier 1 spell so it is not the spell requirements...Lordgraa if you can confirm this.

different resource rewards in a battle site

still no option to set corresponding army - > corresponding resource reward

day 0 week 0 year ? bug

ok you fixed this day 0 bug congrats! But every time map starts from Week of Nothing. We need random week !

manipulate town building

if I build with a script than it is not possible to build anymore in this town. I can make PREBUILT buildings in a random town ONLY thru script. How is the player supposed to build on day 1?

change creature pool in creature dwelling

voilla it works thanks

magic guild specialization

still doesn`t work

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lordgraa
lordgraa


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posted December 09, 2015 11:00 AM
Edited by lordgraa at 23:48, 09 Dec 2015.

natalka said:
send me map and I will investigate. Everything on my map is in Kismet.

I don`t know what you did here but it doesn`t work for me. I tried with tier 1 spell so it is not the spell requirements...Lordgraa if you can confirm this.



Will do! I will also create quick map with all things needed for the Kismet script test.

UPDATE: Tested without specific spell (just hero learned spell) and also with specific spell (hero learned Regeneration) and both is working as intended.

I did it via the basic editor and script editor not by Kismet.
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 10, 2015 06:54 AM
Edited by natalka at 09:16, 10 Dec 2015.

yeah it works but try to learn regeneration with Asad or any other earth spell.

edit: look my custom XP debuff on my map which now has permamnet icon just like you have a stables icon.




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lordgraa
lordgraa


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posted December 10, 2015 09:27 AM

natalka said:
look my custom XP debuff on my map which now has permamnet icon just like you have a stables icon.


How did you do that? Via the unreal editor (advanced) mode?
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 10, 2015 12:51 PM

here are the steps:

1) I created a copy of week of folly( halve experience).This is done in the content browser. Then I modified it by giving custom name, description and 20 % reduce not 50 %


2) I made a script but it can be done in basic mode too - army has moved -> add hero buffs. This way all heroes receive the (de)buff.

3) using ueviewer I exported the existing enlightened leader icon and modified it in photoshop. Then I reimported it back in the content browser.

4) Then I set the new icon to be the icon of my buff in the content browser - properties window.

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lordgraa
lordgraa


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posted December 10, 2015 01:22 PM

natalka said:
here are the steps:

1) I created a copy of week of folly( halve experience).This is done in the content browser. Then I modified it by giving custom name, description and 20 % reduce not 50 %


2) I made a script but it can be done in basic mode too - army has moved -> add hero buffs. This way all heroes receive the (de)buff.

3) using ueviewer I exported the existing enlightened leader icon and modified it in photoshop. Then I reimported it back in the content browser.

4) Then I set the new icon to be the icon of my buff in the content browser - properties window.


Thanks for explanation.

So the buff is permanent now or just for one week? I think you can set the duration too, right?
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World of Heroes (Czech fansite)
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sandman1142
sandman1142

Tavern Dweller
posted December 10, 2015 01:23 PM

natalka said:
I have one map at 100 % and another at 90 % but editor doesn`t allow me to set basic functions.


Hi why don't you release the 100% map?

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 10, 2015 04:55 PM
Edited by natalka at 16:57, 10 Dec 2015.

sandman1142 said:


Hi why don't you release the 100% map?



because scripts work for player 1 only.

lordgraa said:


So the buff is permanent now or just for one week? I think you can set the duration too, right?


It is permanent for the whole game - I think XP gain is too big for now so I modded it . Week 1 you can still become level 12 with the buff.

And yes you can set its duration.

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lordgraa
lordgraa


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posted December 14, 2015 08:49 PM

Anyone tested custom combat maps?

I have just created one, saved it (normal *.umap file) but I cannot find where to import it?
You can select only the vanilla combat maps that are in the game but there is no option for Load/Import custom combat map to the list for Combat Areas painter tool :/
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LucPatenaude
LucPatenaude


Famous Hero
MMH7's R.M.G is really welcome
posted December 14, 2015 11:09 PM
Edited by LucPatenaude at 04:38, 21 Dec 2015.

Are you people running the 32bit edition of the game or, what?

By using the 64bit version of my Deluxe Edition of Heroes VII and, by following Natalka's proper destination of manually saving my editor made maps, everything works like a charm, now.

On 64bit machines like mine, sending the saved file to the proper indexing area is really not happening(Happened only through the 1990's way of doing it).

What's really, really frustrating is: That it does look like it should be working but, gets to bounce off like a ping-pong ball and literally disappears out of existence(Now, it gets saved and works fine by using the wrong maps folder and, in the wrong main folder/directory of a place to get to save the RMG made map).

Moreover, why is it necessary to make a separate editor program out of the program of the game? That non-sense came out years ago for Heroes 6 and, now, it is back just like no dissatisfaction out of the legions of players of the series has ever happened.

In conclusion, Marzhin must get out of the 1990's ways of making a map and, accept that the editor and its RMG can be integrated in the main game as a fully functional feature. Plus, I thought that the game, separate from the story-line based campaigns, was going to be made that it would be resembling Civilization's way of creating a totally customized map/world builder(RMG embedded function that would let the Editor the honor of letting the users/players make their own preferences bound maps). Is it going to be implemented in the future expansions or, even, in the next edition of Heroes 8?


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natalka
natalka


Supreme Hero
Bad-mannered
posted December 21, 2015 07:37 AM

Lordgraa, yes I have made a custom combat map and have a video playing on it.

When you create that map apart from saving it for later editing you have to publish it. Then it automatically goes to CustomMaps/CombatMaps folder.

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lordgraa
lordgraa


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posted December 21, 2015 09:27 AM

natalka said:
Lordgraa, yes I have made a custom combat map and have a video playing on it.

When you create that map apart from saving it for later editing you have to publish it. Then it automatically goes to CustomMaps/CombatMaps folder.


Aaa-haaa! OK thanks!

This editor desperately needs a good (fan)guide - be ashamed UbiLimbic
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3lion
3lion


Known Hero
posted December 27, 2015 01:46 PM

I bet you have noticed that there are a lot more assets in the game than you may find in the editor. Recently I found the way how to unlock all assets in the editor. What you need to do is to switch to the advanced mode, then open the content browser, right click on the Visuals folder and select Fully Load. Also, there are packages beneath other folders that colored with gray and are empty. You may Fully Load them too, but mostly they contain nothing useful.

This is how you can find waterfalls, mountains, walkables and tons of assets. But keep in mind that by doing so you will make the editor to work and load slower. I warned you.

Also. If pick any object on the map (let's say a cliff static mesh) and any material (!) in the content browser, and right click on a mesh and select Material - Apply material, you can change an appearance of this object. There are lots of stones in the editor menu, but they are mostly a sand stones. But with this tool you can make them rock, snow, mossy, etc.

I hope this small guide will help you to create a much more beautiful maps.
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Galaad
Galaad

Hero of Order
posted December 27, 2015 01:59 PM

natalka said:
Lordgraa, yes I have made a custom combat map and have a video playing on it.

Looks like Harpies got a new perk: can trigger epilepsy crisis towards the player.
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lordgraa
lordgraa


Promising
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The Whisperer
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posted December 27, 2015 10:34 PM

3lion said:
I bet you have noticed that there are a lot more assets in the game than you may find in the editor. Recently I found the way how to unlock all assets in the editor. What you need to do is to switch to the advanced mode, then open the content browser, right click on the Visuals folder and select Fully Load. Also, there are packages beneath other folders that colored with gray and are empty. You may Fully Load them too, but mostly they contain nothing useful.

This is how you can find waterfalls, mountains, walkables and tons of assets. But keep in mind that by doing so you will make the editor to work and load slower. I warned you.

Also. If pick any object on the map (let's say a cliff static mesh) and any material (!) in the content browser, and right click on a mesh and select Material - Apply material, you can change an appearance of this object. There are lots of stones in the editor menu, but they are mostly a sand stones. But with this tool you can make them rock, snow, mossy, etc.

I hope this small guide will help you to create a much more beautiful maps.


Thanks! I have found many usefull meshesh there along with the ice dome - now just to create some nice script for it

And there is also something hidden there:

Dwarven statues (from H5) + whole rune magic (only names + icons/runes)!
____________
Creature Quest free gift code: tA67km2U*
World of Heroes (Czech fansite)
WPU (H7 community project)

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