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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»
goalken
goalken

Tavern Dweller
posted December 02, 2020 09:27 AM

thank

Love it, it's definitely important to know how to do this properly and efficiently, clients LOVE these. temple run

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slyen
slyen


Hired Hero
posted December 03, 2020 08:38 PM


Hello, I am coming to you because I am stuck on modifying the game's configuration: Either I modify it in the live editor, and the game crashes. Or I make a copy, the save passes but, nothing remains when I relaunch the map. Could you help me? Thank you in advance
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 04, 2020 02:43 AM

sure we can try to help but i think u need to be more accurate about ure problem! try to describe ure problem more in detail

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slyen
slyen


Hired Hero
posted December 04, 2020 09:14 PM

Hello thank you .

When I want to modify the config in the map editor, in order to create new units that can be used on all maps, the game does not want to save, it tells me an error message concerning external packages. I think the problem is that I didn t import all of the unit and other icons. I work again to put it all clean and I come back
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slyen
slyen


Hired Hero
posted December 04, 2020 09:15 PM


Unless you think of something else, which will give this error ^^
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 05, 2020 02:34 AM

hmmm, are u trying to edit the config.upk file and edit the gamedata archetype to link ure "new creature" in there so it'll show up on any maps OR

are u trying to create a "new unit" by putting together different archetypes but when u try to save this frankenstein u get reference errors?

try checking this for reference errors:
https://www.youtube.com/watch?v=LMrv0lEUkjo&t=173s

and this for general steps of creating a new unit:
https://www.youtube.com/watch?v=Isbs1nP1AMk

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slyen
slyen


Hired Hero
posted December 05, 2020 10:47 PM

I'm trying to edit the upk config file. My new units work perfectly in a real multiplayer game.
I have all the recruitable units in a new chateau. On the other hand, I recycle a lot of content, especially for building construction
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 06, 2020 05:54 PM
Edited by MoritzBradtke at 17:58, 06 Dec 2020.

but where is the problem when u can use the units on maps already?
i guess ure talking about skirmish maps when u talk about multiplayer

i guess i know whats ure problem tough, if u get link errors that could mean u lost some connecters when u copied and replace something wrong, u can try rightcklick on the archetype and choose the "list objects that reference this object" so it is easier to see which files are connected with what

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slyen
slyen


Hired Hero
posted December 06, 2020 07:33 PM

and well for the moment I can use the units that on the single card to create, I would like to be able to select as for the Addon to arm it xel, in order to be able to play with it everywhere and why not make the community benefit ^^.


Thanks, I will try the procedure with a new card and less data because I created a lot of new things to see if it was due to a broken link problem.
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slyen
slyen


Hired Hero
posted December 07, 2020 10:23 AM


Hello, I come back to you for a new question, how to solve the creature deform problem. I explain: I just test to export the cyclop file in a blender, I do not make any modifications, I import back into the game, put the textures back, recreate a physical asset, and associate a basic Cyclops animation copy of the Cyclops. when I run the test my creature and all crushed, deform? Thank you in advance
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MoritzBradtke
MoritzBradtke


Known Hero
posted December 08, 2020 12:05 AM

i dont have experience with blender, maybe u could send a private message to someone else like the author of this thread, i think he could eventually help you, else good luck (-:

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted December 08, 2020 02:39 PM

slyen said:

Hello, I come back to you for a new question, how to solve the creature deform problem. I explain: I just test to export the cyclop file in a blender, I do not make any modifications, I import back into the game, put the textures back, recreate a physical asset, and associate a basic Cyclops animation copy of the Cyclops. when I run the test my creature and all crushed, deform? Thank you in advance


Did you check the two boxes (can’t remember what they’re called) when you re-attached the textures to the cyclops? They’re mentioned in the OG post. I’ll find them later if you can’t. If they’re not selected then the creature causes the game to crash.

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slyen
slyen


Hired Hero
posted December 08, 2020 10:31 PM

Hello, I come back to you happy, after 3 days of intensive manipulation I finally managed to modify the h7config and add the mutant creature from Lord Lordgraa tutorial to it, thank you. This opens up an infinite number of possibilities and a lot of work ^^. For the fbx import I don't see it, I have trouble because the images in the tutorial are no longer available. On the other hand my game does not freese, I just have a very dirty skin in play when the animations are sticking to the skeletalmesh.
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slyen
slyen


Hired Hero
posted December 14, 2020 03:58 AM

hello, I succeeded in modifying and stabilizing creatures, someone will know how to tell me about the animations, when I create some I do not manage to make the displacements appear in space, example my character jumps and raises the arms, a times in hhm7 he just raises his arms, but does not jump? Looks like I can only record the movement of the creature itself but no actual movement on the stage. Thank you  
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MoritzBradtke
MoritzBradtke


Known Hero
posted January 03, 2021 10:40 PM

I know not many people are still modding this game but maybe someone will be sharing his experience with me, so i just gave animations anyother try, back in the day i even created some animations with 3dmax but it was very tedious and i didnt finish em, i also dont have acces to 3dsmax anymore... however

im taking a shoot at blender now, eventually, the UI is horrific... will take some time to get familiar with it but i like challenges

ive been able to to import meshes and their animations in blender but i havnt found a way to export em again, in a funcional way but maybe only because i lack the knowledge...

i wasnt able to get the .psa export of animations working, while i can export em, if i import em right back into blender the animations are working but they lost all bones, so u just have a glibber blob moving around in a very strange way... probably i dont have to mention than they dont work in udk3 this way as well...

i can export animations as .fbx, they work flawless in blender after reimport, even in the udk editor BUT the Z pose is not in the default position, everything else works, but the default pose is not corrrect, they are like 0.6 meters below the grid, they dont snap to the grid as they should, the skeleton mesh still has the correct reference position but the animation import messed up the Z default position it seems, i tried changing the Z position in blender, then exporting again but it didnt help...

so if anyone has figured out a way how to export h7 animations out of blender, so they work in the h7 editor, that would help a lot

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slyen
slyen


Hired Hero
posted January 04, 2021 10:43 PM

hello, I'm in blender, I personally recreate the complete anime and export them to fbx, then import back into the game's anime and set. I just import the mesh in gltfx format that I'm reworking, currently I have created a kyubi for my inferno weapon (special guest ) from a dragon, and wolf plus personal additions, I had a lot of difficulty but this is progressing I would like to post images but I do not have a host, if you ever have one discord or for people wanting to share and discuss. Good night.
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MoritzBradtke
MoritzBradtke


Known Hero
posted January 04, 2021 11:14 PM

good luck on it! (: i cant recreate the animations which i import into blender, i dont understand why the Z pose is wrong when i import animations into the H7 Editor after i "edit" em in blender, this is my biggest problem with it, eventually i will find a a way but not sure, we'll see

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slyen
slyen


Hired Hero
posted January 04, 2021 11:36 PM

in the archetype anime of h7, you either uncheck the box: below mesh / animeset / animesequence

you go to animeset and uncheck the box: anime rotaion only
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slyen
slyen


Hired Hero
posted January 04, 2021 11:37 PM


I spent a lot of time before understanding this problem ^^
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MoritzBradtke
MoritzBradtke


Known Hero
posted January 05, 2021 12:54 AM

ill take a look if that solves the problem for me for sure, thx!

if u need a host, there are a lot websites where u can upload pictures for free im sure, hope u will finish ure project, good luck on it (-:

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