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Posts from МОД: Клинок Армагеддона / Armageddon's BladeAuto-translation in progress
When you create a castle model in the map editor, a file named index.bin with the path to the model appears in the map. HOWEVER, if you put the ORIGINAL index.bin from data.pak into the map, after creating the castle model, it will be written into the ORIGINAL index.bin that you put into the map (meaning it will be an index.bin with all the paths and the path to your model), and then you can put it into any mod in the data folder.
But if I put the original index (from data) into the map, it disappears when I open the map. Or do I need to open the map and, without closing the map editor, put the original index into the map? I'll try that, but it sounds like trying to disassemble a moving car =)
Do you have Discord? Maybe we can collaborate there; it's very convenient for screen sharing. I think it would be easier and faster to understand if you just watch what I'm doing and point out where the error is =)
When you save a map with an index, it disappears, but not entirely – in the game folder, at the path \Editor\H5MMods[map name], everything that was in the map at the time of saving will be duplicated, including the index file.
When you save a map with an index, it disappears, but not entirely - in the game folder at the path \Editor\H5MMods\map name, everything that was in the map at the time of saving will be duplicated, including the index file.
But it's only 1 KB I can't replace 29 KB with 1 KB.
Take the index file, which is 29 KB, put it into the map, open the map, create a model, save the map, go to this path, and take the ready-made index for your mod.
Added 29 minutes later By the way, I figured out Unpack and Pack – it seems they were intended not for maps, but for working with other files. That's why the screen remains black. When you open a map this way, you start working with it as with a mod. That is, if you create a model or a series of models or something else and pack the mod, the index file will remain in the mod so that next time you open it, you can easily find these models in the list.
Added 6 minutes later [/U]Then you need to do it this way: Take a map, put the index from data.pak into it, open it with the button, unpack the MOD, create a model, save it with the pack MOD button, and extract the new index file from the map
Take the index file weighing 29k, put it in the map, open the map, create a model, save the map, go to this path and take the ready-made index for your mod
Added 29 minutes ago By the way, regarding Unpack and Pack, I figured it out - it was designed not for maps, but for working with other files, which is why the screen remains black - by opening the map this way, you start working with it as with a mod, that is, if you create a model or a series of models or something else and pack the mod, then the index file will remain in the mod so that next time you open it, you can easily find these models in the list.
Added 6 minutes ago [/U]Then you need to do it this way: Take a map, put the index from data.pak into it, open it with the button, unpack the MOD, create a model, save it with the pack MOD button, and extract the new index file from the map.
I get the following: I create a test map, exit it, go to H5MMods, replace the newly created index there with the index from data, open the map in the map editor (the index from data disappears in the H5MMods\1_test folder), continue working - create my section there, an object in the section, save it, close the map editor, go to H5MMods in my test map, a new index appears there in 1-2 bytes + folders, for example, along the path to my mesh. I pack all this into a zip, change the zip to pak. I put it in the data folder. Then, for testing, I open the map editor and open another map; my changes are not in the other map (well, that's okay, we'll ignore that for now). I open my test map in the editor; my sections ARE in the test map, but if I try to create something new, save it, then go and pack it again and upload the new pak with the new changes, it does not display them; when I try to create the same files again, it does not let me create them (the text is grayed out, probably because they are already there, and it does not let me use the same name). As a result, I am now in a state where (I can create my model in the map once) it will only be in this map and not in the entire editor; when I try to add something else, it will be added but not displayed in the editor. Therefore, I can create something only once and will not be able to change it anymore, and at the same time, I cannot extract this model to the map itself in the editor.
I think it looks quite interesting! What I would change is the brick pattern. It's either too faint or too small; I think in the game, it will look like a solid gray wall.
Or try adding a metallic sheen of tuff color to the joints between the bricks...
No, you just need to put it in an archive, like it was stored in the data folder.
Well, something is starting to work, but honestly, it's all so confusing =) My head is spinning =)
In the end, my mesh only exists within this one map. I tried deleting the map and loading my mesh with its index, which knows about my mesh, as a .pak file into the data folder. It doesn't work on other maps; they don't have the sections I created in AdvMapObjectLink and Model. The goal is to open the map editor and be able to create a new map or use any existing map, go to the Waterfall section, and place meshes (models that I load there) on the map, just like different objects in other sections. So far, it's not very good =) There's a result, but not the one I wanted xD
Hello. Are you planning to use the transferred creatures from Heroes of Might and Magic VII and create some new heroes for the Barbarians with the ability to use magic, but with restricted access to the blood magic skills of demons?
Hello. Are you planning to use the transferred creatures from Heroes of Might and Magic VII and create some new heroes for the Barbarians with the ability to use magic, but with restricted access to the blood magic skills of demons?
Good afternoon. I won't be touching the creatures from Heroes of Might and Magic VII. Regarding the second point, I can't promise anything. I don't plan to do that, and I don't know how (even if it's possible, it would only be through modifying the .exe file, which I don't know how to do). In my opinion, the only way to introduce magic to the Orcs without causing problems is to use the same format as the Executioners/Shamans, i.e., give the creature the status of a spellcaster and add spells (and mana).
Added 4 hours 37 minutes later Today, the Taint found its unique features =)
Wow, what a beautiful lich. I really want to touch it. Regarding the number 7, it's a pity. It would be interesting to see your balance, where factions have a set of 3 creatures. Okay. I'll be waiting for this mod. I wish you success.