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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 4 pages long: 1 2 3 4 · «PREV
lordgraa
lordgraa


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posted July 16, 2017 04:35 PM

Moritzbradtke said:
I see, a few questions by the way. Do you know what the target capsule radius value in the the creature.upk does? ive changed some small creatures to 1x1 from 2.2, is it important to Change it? from my Observation no....
and when i add hereos or spells to the game, i usually replace them but what happens when i add totally new hereos or spells to the game data? will this work? will they Show in the hero selection Screen and be shown in Magic guilds in aracne shrines on skirmish maps?


Well I do not know what exactly this capsule does but I also didnt change it and everything is working fine. I think it is more important for FPS games than TBS like Heroes.

You cannot add "new" things to Heroes - you always have to copy something already existing and than change it (edit it). So if you want new spell just replace the old one. And ofc dont forget to use a reference in the H7Config.upk (you can also manualy link the new spell in town magic guild, hero spellbook or in a shrine).
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Moritzbradtke
Moritzbradtke


Known Hero
posted July 16, 2017 06:07 PM
Edited by Moritzbradtke at 18:09, 16 Jul 2017.

so it is possible to have "new" stuff in the game if done by editing old archetypes right? f.e i copy a old spell and make a totally new entry in the config.upk where all spells are listes under "pool" (is this pool used for skirmish maps?) and there i link my copied "new" archetype spell, will it Show in Magic guilds and arcane shrine now if if i do all linking required? i have the same question for hereos or wont this work and im binded to just edit old spells and hereos archetypes without copying These base files?

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lordgraa
lordgraa


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posted July 16, 2017 07:46 PM

Moritzbradtke said:
so it is possible to have "new" stuff in the game if done by editing old archetypes right? f.e i copy a old spell and make a totally new entry in the config.upk where all spells are listes under "pool" (is this pool used for skirmish maps?) and there i link my copied "new" archetype spell, will it Show in Magic guilds and arcane shrine now if if i do all linking required? i have the same question for hereos or wont this work and im binded to just edit old spells and hereos archetypes without copying These base files?


Exactly - this is what I did with my project. All "new" units, artefacts, heroes, spells, skills are just copy/edit of the original ones and then linked in the map properties or H7config.upk

You can do even brand new town (as I did). The only thing you sadly cannot do is new sounds/music.
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Moritzbradtke
Moritzbradtke


Known Hero
posted July 16, 2017 08:04 PM

u really cant add any Sound files in any way? what about that trick u mentioned from lizard Person? what about custom maps? cant even add Sounds here? f.e for Dialogs when u create a new scenario map

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lordgraa
lordgraa


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posted July 16, 2017 08:22 PM

Moritzbradtke said:
u really cant add any Sound files in any way? what about that trick u mentioned from lizard Person? what about custom maps? cant even add Sounds here? f.e for Dialogs when u create a new scenario map


Believe me I tried but all new sounds/music are just silent files. You can send PM to LizardWarrior but he didnt use H7editor. Instead he used pure UDK (Unreal Developement Kit aka UE3 free version) and also did some hex editing tricks.

I had town theme prepared for my Xel town, tons of sounds for alien units and also dialogues... but all is lying in vain
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Moritzbradtke
Moritzbradtke


Known Hero
posted July 20, 2017 06:13 AM
Edited by Moritzbradtke at 20:08, 22 Jul 2017.

Hey, i have a question... i just noticed u can give any anim set to any Skeleton mesh, so can give the healing sister Skeleton the animations of warden for example so the sister can actually walk and it even Looks decent, not this makes some interesting Combos possible and i have some question to more experienced People...

example: i want to create a new unit based of the warefare unit, the healing sister but she cant walk, now i give her another animset which has a walk Animation but now she is missing her old idle Animation, is it possible in any way to make this work?

edit: solved Problem u cant really use other animations on existing meshes so well but u can create new animations sequences on existing amimation files if u do some exercices with a 3d modeling Software, ill create a new unit for H7 at some Point based on the healing sister warfare unit but idk when ill finish that

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted September 06, 2017 09:40 PM

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



Was wondering about this recently. I'd like to add Sanctuary and Inferno if its possible using Heroes 6 creature models. Anybody have any knowledge on whether this is doable?

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lordgraa
lordgraa


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posted September 07, 2017 10:35 AM

The_Green_Drag said:
Was wondering about this recently. I'd like to add Sanctuary and Inferno if its possible using Heroes 6 creature models. Anybody have any knowledge on whether this is doable?


Hey, Drag,

almost everything is possible (apart from hardcoded stuff and sound/music), just check my tutorials:

Editor guide + videos
All my H7 editor tutorial videos
Part 1 (from 4) of H7 editor tutorials in English

And here is what I was able to do so far (add new units, heroes, artefacts, skills, spells, abilities, town, buildings, crafting, weather effects and more):

Wryn Pendragon: Umbramancer project

But I have to warn you - nobody was able to animate models from H6. It is easy to get the meshes + textures but it is hard to get skeletons and anims. So you`d better use custom models or try to get Sanctuary/Inferno from MMX/Showdown.

And be prepared for a crashing fiesta with H7 editor and corrupted files... but as you can see I am still alive and the project is almost finished so it is doable
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Moritzbradtke
Moritzbradtke


Known Hero
posted September 07, 2017 07:40 PM

glad u still working on it (: the Editor is too unstable for mapmaking on my side but i'm still working on my mod sometimes, hope u will finish ure stuff so People can Play it (:

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Stevie
Stevie


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posted September 07, 2017 07:44 PM

That's actually pretty incredible work there. Let me know when the Beta is out, I'll definitely give it a try.
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NimoStar
NimoStar


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Modding the Unmoddable
posted September 07, 2017 10:17 PM
Edited by NimoStar at 22:18, 07 Sep 2017.

In h6 forum they actually extracted the skeletons, see there. But still no anims.

They could be remade, though, I guess.

The other option is to e-mail Black Hole members, I think they were the H6 developers. Given their company no longer exists and they hate Ubi, maybe some of them would be able to help with that (or even give H6 original animated stuff pre-conversion and/or source code? One can dream )

RA2 modders got the original 3D models for their *sprite* graphics from an anonymous ex-employee so it's definitively possible.
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lordgraa
lordgraa


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posted September 08, 2017 09:41 AM

Stevie said:
That's actually pretty incredible work there. Let me know when the Beta is out, I'll definitely give it a try.


Will do!

I just wonder what type of sorcery Limbic had to use in order to create all the campaigns in this buggy editor Or did they have a special "bugless" edition of it?
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