Skip to content

Posts from = Small mods that change the visuals =

5.0 (1 rating)
In reply to Mооnst@r
User Avatar
3 years ago
Auto-translated
Mооnst@r
Do you have any ideas on how to implement text wrapping in a mod when the game window is resized, as shown in my screenshots?
There's more to it – understanding how to do it, because there's a reason why settings like LowerMargin and UpperMargin still exist in the files. First, you need to look (in the "Shared" files) at the coordinates and sizes of the existing "windows" and textures in the game (you can move them around a bit). After determining where and how everything is located, you can set the size and position of the desired "texture, window, or text element" within the boundaries that don't overlap with existing "textures, windows, and text elements" (sometimes they are hidden until a certain time). In general, this can be described in detail and tediously, so here's a brief explanation: you need to set the size of "HeroText" (based on a resolution of 1024x768), since it is located at the bottom, set VerAllign = EPA_HIGH_END, set an offset in "Position" along the Y-axis with a "-" sign, set "HorAllign" = EPA_MARGIN, and also set offsets along the X-axis in LowerMargin and UpperMargin, and you will be HAPPY
In reply to vova2112
User Avatar
3 years ago
Auto-translated
vova2112
There's more to it – understanding how to do it, because there's a reason why there are still settings like LowerMargin and UpperMargin in the files. First, you need to look (in the "Shared" files) at what coordinates and with what sizes the "windows" and textures already exist in the game (you can move them slightly). After determining what is where and how it is arranged, you need to set the size and position the necessary "texture, window, or text element" within the boundaries that do not overlap existing "textures, windows, and text elements" (sometimes they are hidden until a certain time). In general, this can be described at length and tediously, so further, briefly: you need to set the size of "HeroText" (based on the resolution of 1024x768), since it is located at the bottom, set VerAllign = EPA_HIGH_END, set an offset in "Position" along the Y axis with a "-" sign, set "HorAllign" = EPA_MARGIN, and also set offsets along the X axis in LowerMargin and UpperMargin, and you will be HAPPY.
Thank you. Now the text is on a wide format up to the button, but happiness has not yet arrived.
Normally, the position on "y" is indicated as "-62". Now the text line is exactly at this level. When a second line appears/the text wraps when the window is compressed, the text is placed above the first line, and not as before - below.

Added 1 hour 59 minutes ago
Happiness has finally arrived.
Thank you again, vova2112.
I am attaching the mod and a screenshot below and re-uploading it in comments #222 and #251 because the text is displayed incorrectly there.
Attachments 2
2 files attached • Total size: 685.1 KB
In reply to Mооnst@r
User Avatar
3 years ago
Auto-translated
Hello everyone!
Does anyone have a mod that improves the texture of the Black Knight?
So that the horse's texture is original, but with a better resolution? Because there are no horse textures for the Black Knight, except for LOD textures...
In reply to BlueHeavenHero
User Avatar
3 years ago
Auto-translated
BlueHeavenHero
Hello everyone!
Does anyone have a mod that improves the texture of the Black Knight?
So that the horse's texture is original, but with a better resolution? Because there are no horse textures for the Black Knight, except for LOD textures...
The texture exists; it's located in characters/heroes/CS

Added 3 minutes later
The CS folder contains models for cutscenes; it also has environment models – these are fragments of various units that appear in the videos.

In the video of the Marquel killing, pieces of the Black Knight's horse lie on the floor, and the texture for them is also there.

Added 5 minutes later
I don't remember the exact name of the texture, but it started with the letter C, something like corpys-black-knight.
In reply to fktifzobr@mail.ru
User Avatar
3 years ago
Auto-translated
fktifzobr@mail.ru
The texture exists; it’s located in characters/heroes/CS

Added 3 minutes ago
The CS folder contains models for cutscenes; it also has environment models – these are fragments of various units that appear in the videos.

In the video showing the death of the Marshal, pieces of the Black Knight’s horse are lying on the floor; the texture for them is also located there.

Added 5 minutes ago
I don’t remember the exact name of the texture, but it started with the letter C, something like corpys-black-knight.
Wow!
Thank you.
When I get home, I’ll look for it there.

Added 7 hours 19 minutes ago
black-hat
The 6th-level undead of Necropolis are replaced with Dark Knights, and the original undead become neutral. The textures and icons are different. Corresponding changes have been made to the dialogues in the Necromancer (Tribes of the East) campaign.
Very cool knights! Especially the Dark Knights – they are simply awesome! smile02
User Avatar
3 years ago
Auto-translated
BlueHeavenHero, where did you get that icon? Are there icons for the remaining 7 classes as well?
In reply to Mооnst@r
User Avatar
3 years ago
Auto-translated
Mооnst@r
BlueHeavenHero, where did you get that icon? Are there any for the remaining 7 classes as well?
There are no icons for the other 7 classes. I extracted it from a file I found in data.pak (I don't remember the name anymore redface).
User Avatar
3 years ago
Auto-translated
That's great, because there was always confusion with the vampires; they have two identical faces, and at first glance, you can't tell if it's a regular one or an upgraded one... I would make the gnome tattoos even darker/more contrasting.
User Avatar
3 years ago
Auto-translated
I've been playing Heroes of Might and Magic V for so long that I don't get the units mixed up anymore, haha. And, in general, true vampires should be green.
Attachments 1
1 file attached • Total size: 86.3 KB
User Avatar
3 years ago
Auto-translated
I can’t say I have the same experience… and why are they green?
In reply to Pavlinho
User Avatar
3 years ago
Auto-translated
Pavlinho
I can't say the same... and why are they green?
In the very first version of the game, the vampires had these green icons; I assume this was fixed in the very first patch.

Added 5 minutes later
My Heroes 5 came on four discs; it took a long time to install. There was no "recruit" difficulty setting. The vampires had green icons, and the music in the cities didn't reset when I left them. There was also a funny detail: random towns on maps have default names and biographies, but after starting the game, they change. Before, they didn't change; I saw a Sylvan town with the name of a Necropolis town XD.
In reply to fktifzobr@mail.ru
User Avatar
3 years ago
Auto-translated
fktifzobr@mail.ru
In the very first version of the game, the vampires had these green icons; I assume this was fixed in the very first patch.

Added 5 minutes later
My Heroes V came on four discs; it took a long time to install. There was no "recruit" difficulty setting; the vampires had green icons, and the music in the cities didn't reset when I left them. There was also a funny detail: random cities on maps have default names and biographies, but after launching the game, they change. Previously, they didn't change; I saw a Sylvan faction with the name of a Necropolis.

I didn't know about the green icons... well, at least I don't remember that...

and griffons also limped like zombies, Rakshasa had 8 arms on each side, and Titans spat dragon fire instead of lightning? ))))))

In reply to Pavlinho
User Avatar
3 years ago
Auto-translated
Pavlinho

I didn't know about the green icons... well, at least I don't remember that...

and griffins limped like zombies, rakshasas had 8 arms on each side, and titans spat dragon fire instead of lightning? ))))))
funny) except for the city music that doesn't stop, everything else can be considered an upgrade. By the way, there was also a different icon for the mage - with a green turban. These icons were replaced; the new ones are in the p0-data.pak file. I think this is like a day-one patch - a zero patch.
Attachments 1
1 file attached • Total size: 81.2 KB
3 years ago
Auto-translated
Hello, please tell me if there is still a link to change the ghosts like in Heroes 6?
this one doesn't work
/topic/at/1074884/

Statistics

Welcome our newest member: recijeb

Users Online 2 users 1291 guests