Posts from How do I add a hero to the map editor?
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Added 1 minute ago
What don't you like about displaying your hero through the character properties?
Added 11 minutes ago
Everything works correctly (for me).
Here are screenshots, check if you have configured everything correctly in Shared.
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b) In the advanced editor, you can also create an icon.
Added 30 seconds later
And you can also create a model. You must be mistaken about something...
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At first, I thought it wasn't about the extended editor; I thought it was just about the properties. But yes, you can do it through the editor, but I entered it manually and put everything in a .pak file.
Added 2 minutes later
In principle, I can put all the files from my .pak into data.pak, but I want people to be able to download the mod and play it without replacing the game's files (which will happen if I put everything in the main archive).
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2. Go to the advanced map editor, place any hero on the map. Select him, choose the parameter AdvMapHeroShared, create a new one using New, for example, TESTHero.(AdvMapHeroShared).
3. Click the three dots.
4. A window with the hero's parameters will appear; configure the following:
Model,
AnimSet,
Active tiles => Add => x=0, y=0,
ObjectType (any),
Icon128,
InternalName,
Class,
Specialization (Name, Desc, Icon),
Face Texture and Face Texture Small,
HeroCharacterArena and HeroCharacterAdventure,
CombatVisual,
Town Type,
Editable => + => Configure as desired,
Selection,
Trace,
Hide in editor => false.
To add your own icon, where a new one is needed, create a new texture Icon.(Texture), select the icon file in Scrfile, set the parameters Type - TEXTURE_2D, Conversion type - CONVERT_TRANSPARENT, Format - TF_8888, Instant load - true. You can also choose icons from others.
You can do the same with the model and .(Character): either choose from existing ones or create everything yourself.
5. Resource => Pack MOD.
6. Go to the game folder; there will be a "map" NAMEOFMODFROMPOINT1.h5m; manually rename it to MYMODENAME.h5u and send it to User MODs.
7. Done.
P.S. I have already attached screenshots; everything is clearly visible in them, and this confirms the functionality of this method.
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What kind of hero is it, can you describe him?
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1. I moved the .pak file with my hero separately from the game so that I could work on the mod without worrying about file names. I couldn't use the same names because the .pak file was in the data folder, and it already contained all the configured files.
2. First, I tried the "Hotabych method." I did the first three steps and started the fourth.
3. I got lazy and didn't want to re-connect and re-configure everything. I closed the map editor and put the .pak file back in its place.
4. I went back into the map editor. I thought about it and set Resource =: Close MOD.
5. I opened the table and looked at AdvMapHeroShared, and there was a file for my hero. I started to get excited, but it wasn't in the editor yet.
6. Before all this, I was looking at how to add it to the game. I opened the MapFilters.xml file in the Editor folder in the root game folder. Heroes are taken from the AdvMapObjectLink folder.
7. I went into AdvMapObjectLink in the editor => MapObjects => _(AdvMapObjectLink) => Heroes => Inferno
8. I created the Andromalius.(AdvMapObjectLink) file in the Inferno folder and linked it to Andromalius.(AdvMapHeroShared)
9. Voila, the hero is now in the map editor under .Heroes(Scenario), which is exactly where I wanted it.
I think that Close MOD is what helped me. After that, I did exactly the same thing that I was trying to do before, but it didn't work before. But now... it works.
Added 3 minutes ago
Also, a new index.bin file was generated in the data folder. I deleted this file yesterday, and it wasn't generated yesterday.
Added 28 minutes ago
A small problem appeared - the icon stopped displaying. But I'll figure it out somehow.
Added 15 minutes ago
The icon is back now, everything should be fine.
Added 8 minutes ago
...now it's disappeared from the editor. What the heck? Why is everything so messed up? I'll have to deal with this until everything works properly.