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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Heroes 7 Hardpatch Modding Tutorial
Thread: Heroes 7 Hardpatch Modding Tutorial This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
ChrisD1
ChrisD1


Supreme Hero
posted May 11, 2016 03:49 PM

LizardWarrior said:
Well, the targa file is inside the .upk, that's why you need the UModel for. Did you open your upk inside the viewer? Does a new window appear where you can see the content (mesh, textures, shaders etc.). If so, press O and go back to the previous window, don't press enter, just click once the upk you want to modify and press the "Export" button.

If that's not the problem either, would you mind sharing a screen?

you already solved it for me. the program wouldn't create the file "umodelexport" on its own. i needed your version which when unzipped had that folder too. that was the problem. i couldn't find the targa i had edited. i reimported it already as a test now and see how it is in the game! thank you so much for this although if i remember my photoshop skills i will use them for the sake of ashan.. huhuuh thanks again!
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted May 11, 2016 09:19 PM
Edited by Galaad at 23:58, 11 May 2016.

Or even easier, follow the instructions from the command line. Usually I'm even too lazy to write the path so I just copy the upk into umodel folder, then run

Quote:
umodel -export -all Your_Creature.upk

so I get everything in the Export folder.

Quote:
umodel -help

is also, well helpful.

Edit Videos tutorials are nice to watch too.
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ChrisD1
ChrisD1


Supreme Hero
posted May 12, 2016 03:32 PM

thnx a lot i did watch the tutorials but when it comes to cmd i usually give up
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted May 20, 2016 08:40 PM bonus applied by Maurice on 21 May 2016.
Edited by LizardWarrior at 20:57, 20 May 2016.

HERO EDITING TUTORIAL

'ello 'eroes 2day I'm gonna teach you how to make your very own custom hero by replacing an unimaginative boring one.

IMPORTANT NOTE: Read my previous tutorials before this, as I won't repeat some basic steps so if you're new to H7 modding, you may have a hard time otherwise

Look for CookedPc/Editor/Templates/H7Heroes.upk inside the editor and copy all in another package. Be sure to copy all categories as they are and preferably Ctrl+A every particular faction rather than all at once, then you can save this package somewhere else in CookedPc under another name.


Now look into CookedPc/Data/H7HeroClasses and copy the desired hero class you want to base yours on inside a new upk package, DON'T put it inside the previous package you made for the H7Heroes. Preferably name your package the hero's name.


Repeat the same step with the desired hero visual you want to use, those are located inside CookedPC/Visual/Heroes. Now place it inside the same package as the one from the previous point ( i.e: your hero's name)


Now it's time for the 2 pics you will need for your hero: the hero icon and the hero window icon. You may use already existing ones if you wish, the existing ones are located inside CookedPC/GUI/H7HeroIcons, respectively CokkedPC/GUI/H7HeroArtworks. But for the sake of originality let's make some new ones . Inside your new package right-click on the grey background and select "NewTexture2D", do this twice, you will need 256*256 dimensions for the hero portrait and 1024*1024 for the hero window icon, also you should be careful with alpha channels as you will need transparency for the hero window artwork. Please refer to the creature tutorial (1st page of this thread) for more details.


This is an optional step if you want to change your hero's 3d model as well as his mount. After you were done with the artwork and portrait, open the visual archetype you copied from the visual folder. Under the Visuals tab open both hero skeletal mesh and horse skeletal mesh and use the arrow button as I explained in my first tutorial. Most creatures got enough animations to act as mounts so there should be no problems with using ... spider mounts


Now open the class archetype you copied early and modify it as you like, this step is pretty intuitive.


It's finally time to re-open the first package you made, open the hero you want to replace and using the magic button again replace the files you have added. Use your texture to replace hero window pic, the hero icon (portrait), then use your new archetypes for hero visuals and hero class.


You're not ready yet, don't forget to replace the GameFolder/MMH7Game/CookedPc/Editor/Templates/H7Heroes.upk file with your new one! Then go inside GameFolder/MMH7Game/Localization/Content/INT(or your language) and edit with notepad the following files H7GlobalNames.int (use Ctrl+F to easily find the hero's name you want to replace) and edit the biography in H7HeroBiographies.INT .

Enjoy your new hero




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Pim18
Pim18


Known Hero
posted July 14, 2016 08:43 PM

Very good tutorials! Thanks Lizardwarrior, you are doing us a great favour with this!

Don't know if this has been asked already but what would be the range of modding that is possible? Is it possible to add new stuff or just replace stuff? Is it possible to change the menu's? I would suspect that changing the gameplay around would require some actual digging in the game's code?

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 14, 2016 09:49 PM

Those tutorials were more on replacing, but you can add anything new, from spells and abilities to new creatures and factions.

Check my mod if you haven't done so.

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Pim18
Pim18


Known Hero
posted July 15, 2016 07:14 PM

I see. That is good to hear. Maybe I should give modding it a shot. I would need more RAM for it first though.

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syliber
syliber

Tavern Dweller
posted August 15, 2016 07:28 PM

good. i need

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Sirenian_Dawn
Sirenian_Dawn

Tavern Dweller
posted November 06, 2016 11:41 AM

Hi! I've been trying to create some custom creatures using the tutorial in this thread, but the editor keeps crashing just as I'm trying to save a map file containing a unit with a custom appearence. Usually when these crashes occur the message displayed above the save progress bar is the following:
"Compressing source art for texture:" followed by the file name for my custom texture. I've also tried using textures that came with the game but it doesn't help.
Can anyone provide any insights into what might be causing this?

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 06, 2016 12:14 PM

Does it save your map without any other changes? Just with original stuff? H7 editor is very prone to crashes, even more than the game itself. First time I ever opened the editor and didn't make any changes.
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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted November 06, 2016 02:50 PM
Edited by SoilBurn at 14:52, 06 Nov 2016.

@Lizard: Is there an easy way to enable campaign heroes in Skirmish maps? I guess this should be much easier than changing textures, but I still cannot figure out how.

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Sirenian_Dawn
Sirenian_Dawn

Tavern Dweller
posted November 06, 2016 03:00 PM
Edited by Sirenian_Dawn at 15:02, 06 Nov 2016.

LizardWarrior said:
Does it save your map without any other changes? Just with original stuff? H7 editor is very prone to crashes, even more than the game itself. First time I ever opened the editor and didn't make any changes.


True, the editor is very buggy and I've had a few crashes here and there in other situations but this is the only thing that always crashes the editor, like every single time. And this is the only thing that, for me, makes it crash in the middle of saving a map. I've managed to create archtypes for custom units and edit them. I've copied the meshes, animation sets and physics assets files from the default units that I'm using as starting points. The most recent one I tried making was a custom version of the medusa unit. I created an archtype, copied the default mesh, animation set and physics asset files and linked to them in the archtype. I saved after this and saving works fine. But then I went to the material editor, uploaded my custom texture (targa) to use as the diffuse texture, copied the default specular and normal maps. I then linked them together in the material editor, ticked the boxes that I want to use them on the mesh and outline. Exited the material editor and saved the material. I then copied the material's full name, and pasted it into the material field for the mesh in the AnimSet editor. After that I tried to save the map and then it crashes. I've tried doing this maybe ten times now: testing if it works with background applications turned off, or if it works if I simply use the original diffuse texture instead but do everything else that same way... or various other permutations. But it always crashes after I've applied textures.

(There's this other thing which I'm not sure if it's related or not, but I don't have Simpligon installed which means that I'm unable to generate new levels of detail.)

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 06, 2016 03:30 PM

Sirenian_Dawn said:

True, the editor is very buggy and I've had a few crashes here and there in other situations but this is the only thing that always crashes the editor, like every single time. And this is the only thing that, for me, makes it crash in the middle of saving a map. I've managed to create archtypes for custom units and edit them. I've copied the meshes, animation sets and physics assets files from the default units that I'm using as starting points. The most recent one I tried making was a custom version of the medusa unit. I created an archtype, copied the default mesh, animation set and physics asset files and linked to them in the archtype. I saved after this and saving works fine. But then I went to the material editor, uploaded my custom texture (targa) to use as the diffuse texture, copied the default specular and normal maps. I then linked them together in the material editor, ticked the boxes that I want to use them on the mesh and outline. Exited the material editor and saved the material. I then copied the material's full name, and pasted it into the material field for the mesh in the AnimSet editor. After that I tried to save the map and then it crashes. I've tried doing this maybe ten times now: testing if it works with background applications turned off, or if it works if I simply use the original diffuse texture instead but do everything else that same way... or various other permutations. But it always crashes after I've applied textures.


I never had this problem to be honest, but I had a lot of weird regular crashes myself. What will 100% solve this problem, and what I usually do, it's to just use the normal UDK instead of their buggy editor. Do all this non-heroes specific stuff (you can do specific things too, but that requires either hex-editing or some programming), like importing textures, making materials and assigning them to meshes in UDK, save them in a .upk, then open it with H7 editor, and voila that's it. If you don't mind downloading UDK just to mod h7, that's it.

SoilBurn said:
@Lizard: Is there an easy way to enable campaign heroes in Skirmish maps? I guess this should be much easier than changing textures, but I still cannot figure out how.


All you got to do is to edit H7Config.upk from Data folder inside CookedPC. There is an archetype file inside which contains general data, including heroes, factions, spells and so on. There's a rubric for Skirmish heroes there, just extend the entries and copy-paste the heroes from the Campaign rubric. It shouldn't take more than five minutes, it's even easier than it sounds
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Sirenian_Dawn
Sirenian_Dawn

Tavern Dweller
posted November 06, 2016 03:57 PM

LizardWarrior said:


If you don't mind downloading UDK just to mod h7, that's it.




I don't mind at all, as long as it's free. "Use of the UDK for noncommercial purposes is free of charge." Oh, OK, why not?
I take it it's more stable than the H7 editor?

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 06, 2016 04:18 PM

Is the pope catholic?
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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted November 06, 2016 06:29 PM

LizardWarrior said:

All you got to do is to edit H7Config.upk from Data folder inside CookedPC. There is an archetype file inside which contains general data, including heroes, factions, spells and so on. There's a rubric for Skirmish heroes there, just extend the entries and copy-paste the heroes from the Campaign rubric. It shouldn't take more than five minutes, it's even easier than it sounds

Seems I'm doing something wrong then. I am trying to edit the upk file with UE Explorer, but all objects are shown in yellow and I do not see their values on the right. Should I extract something before I edit it? Or am I using the wrong editor altogether? I tried decompressing the upk file first (with a Decompresser for UE files) but it did not help.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 06, 2016 06:34 PM

You need to un-cook them before. Simply just copy all of their contents in a new .upk. That's the easiest way to do it. Also don't forget to fully load the file first so you don't miss important files you have got to copy.
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SoilBurn
SoilBurn


Known Hero
BurnsSoil
posted November 09, 2016 09:45 PM
Edited by SoilBurn at 22:56, 12 Nov 2016.

LizardWarrior said:
You need to un-cook them before. Simply just copy all of their contents in a new .upk. That's the easiest way to do it. Also don't forget to fully load the file first so you don't miss important files you have got to copy.

I guess I'm too much of a noob to do it correctly
How do I copy the contents of the H7Config.upk file and add them to a new .upk? The UE Explorer does not give you that option (the "Exporting" options are greyed out).
Note: I already ran decompress.exe but the decompressed file seems to be exactly the same as the original one.

I also played around with the H7 Editor and there does not seem to be a built-in option to change the heroes available for Skirmish maps. You can make new heroes or add existing ones to your maps, yes, but the default (world) options for all Skirmish maps seem to be out of bounds.

PS: Why did the developers create a buttload of heroes if you cannot hire them in your games? This doesn't make a lot of sense does it

EDIT: I got it now, problem solved. I was doing the "create a copy" part wrong in the Editor, but now I figured it out. It was a bit tricky to edit all Heropedia entries to make sure that Heroes don't show up twice, but now everything works as it should!

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Sirenian_Dawn
Sirenian_Dawn

Tavern Dweller
posted November 26, 2016 04:50 PM
Edited by Sirenian_Dawn at 16:53, 26 Nov 2016.

Sirenian_Dawn said:
LizardWarrior said:


If you don't mind downloading UDK just to mod h7, that's it.




I don't mind at all, as long as it's free. "Use of the UDK for noncommercial purposes is free of charge." Oh, OK, why not?
I take it it's more stable than the H7 editor?


Ah, I managed to get it to work without UDK.

This video was a great help:
[url=https://www.youtube.com/watch?v=Isbs1nP1AMk]https://www.youtube.com/watch?v=Isbs1nP1AMk[/url]

What I simply did was opened the properties meny for each texture, used "reimport" to replace it with my custom texture and then chose "compress now" straight away. That way it won't compress the new textures when I save the map.

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Moritzbradtke
Moritzbradtke


Known Hero
posted April 23, 2017 01:45 AM

Hey, is anyone here familiar with blender when it Comes to importing meshes or also known as .psk's. I'm trying to achieve it, ive enabled the script for it but every time i try to import something i get Errors, so i wonder if it is even working? i cant use that actor script for blender right?

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