Posts from Help me create a hero based on this unit.
... I'll write to you tomorrow, I'm too lazy today.
Stage 1
Make it so that the creature stops being a creature...
So I downloaded a mod for a creature from H7, opened it, inside the folder are
bin
Cameras
GameMechanics
MapObjects
new_creatures
Sounds
The red folders affect creatures
1) In the Cameras folder is a file that changes the camera in the hiring window. Ideally, you should keep this file and rename it to use the camera for the hero.
Go to \Cameras\Interface\HireCreatures - inside is the file Vampire.xdb - rename it to VampireHero.xdb
2) The GameMechanics folder can be deleted. It contains the file that connects the creature and the model; you could say it's the root.
3) MapObjects can be deleted immediately because it contains the file for the map editor (it's highly likely broken).
Stage 2
You need to connect the model to the hero.
Most likely, you need to replace some Necromancer.
You need to take him from data.pak.
In the \MapObjects\Necropolis folder are all Necromancers, Necropolis creatures, and buildings. Necromancers have the marker .(AdvMapHeroShared).
The names mostly don't match the titles. Aberrar.(AdvMapHeroShared) is Zoltan, Berein.(AdvMapHeroShared) is Markel, Effig.(AdvMapHeroShared) is Raven...
File structure using Zoltan as an example. I'll write about everything, but I'll highlight what we need in red.
Aberrar
- this is not used
- this line is usually not used
0
0
0
0
false
true
false
true
Aberrar - do not change the name in this line under any circumstances, otherwise scripts in Campaigns might break
HERO_CLASS_NECROMANCER - this is the hero's class
HERO_SPEC_MIND_CLEANER - this is the specialization (affects ONLY the effect, does not affect the specialization icon or description)
MASTERY_BASIC - skill level
HERO_SKILL_NECROMANCY - racial ability
- specialization name
- specialization description
- specialization icon //generally, this is fine; you can give the same specialization to different factions with different names and icons. For example, I made a Dwarf with the Suzerain spec, but due to the lack of "retraining," he just brought in money; I called him a Treasurer. Such heroes existed in H3.
- this is the icon
this is the small icon; in the last addon they were abandoned, you can just write in this line
TOWN_NECROMANCY - this is the hero's faction
- hero name
- hero biography
0 - attack
1 - defense
3 - spell power
1 - knowledge
- skills
MASTERY_BASIC - mastery (basic)
HERO_SKILL_LEARNING - skill Learning
- secondary skills
HERO_SKILL_EAGLE_EYE - Eagle Eye
- spells
SPELL_ANIMATE_DEAD - Animate Dead
false - ballista
false - first aid tent
false - ammo cart
- sworn enemy
0 - idk
- idk
- circle under the hero
- large army trail
- idk
- idk
false - this blocks the hero for Multiplayer maps; here he is unlocked
- the hero's music theme, present for almost all Campaign heroes
false - idk, better not touch
Lines important to us
- this is the combat model; for example, for the Knight it's a rider with a standard bearer
- this is the melee attack model; not all have it, not present here... we won't need it either, since there's no animation
- this is the model for the adventure map
First for these three lines, you need to write the path to the character file from the mod's creature. It will look like this
<herocharacterarena href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
<herocharacteradventure href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
All creatures from H7 have a single template, so the path will only differ in the unit and faction names.
Now about the remaining lines
- this is a unique camera, such as Agrael, Biara, the Overlord have... we have one too, need to write it
<> href="/Cameras/Interface/HireCreatures/VampireHero.xdb#xpointer(/Camera)"/>
The next line is responsible for the projectile; we won't touch it because the vampire has no projectile
HALF THE JOB IS DONE
The hero is displayed, BUT IN T-POSE
Stage 3
Fixing the hero
The structure of creature files differs slightly from the structure of hero files; this needs to be corrected.
Start with the file we specified for the appearance - /new_creatures/Necro/Vamplord/creature.(Character).xdb
Open it, and you'll see
creature.(Character)
- animations for the map, nothing is written here!
Fortunately, a bit above there is a line with animations for combat; copy the piece href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/> and paste it into the map line like this
href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/>
THE HERO IS NO LONGER IN T-POSE
But he can't shoot...
Go into the animations file - the one at animset/creature.(AnimSet).xdb
[spoiler=creature.(AnimSet)]
- these are animations, e.g., this one is death
death
hit
idle00
move
attack00
specability
happy
stir00
Global
As you can see, this is a list of animations. Copy some of them and change the "kind" value. For example, replace attack with ranged attack, and the ability with spellcasting.
rangeattack
cast
This way the hero will learn to shoot and cast spells
That's it) I'm going to sleep
Added after 6 hours 16 minutes
Alright, here we go, how to make a creature a hero?
Stage 1
Make it so that the creature ceases to be a creature...
So, I downloaded a mod for a creature from Heroes 7, opened it, inside the folder
bin
Cameras
GameMechanics
MapObjects
new_creatures
Sounds
The red folders affect creatures
1) In the Cameras folder, there is a file that changes the camera in the recruitment window; ideally, you should keep this file and rename it to use the camera for the hero
Go to \Cameras\Interface\HireCreatures - inside there's a file Vampire.xdb - rename it to VampireHero.xdb
2) The GameMechanics folder can be deleted; it has a file connecting the creature and the model, one could say it's the root
3) MapObjects can be deleted immediately, because it contains a file for the map editor (it's very likely broken)
Stage 2
You need to link the model to the hero
Most likely, you need to replace some Necromancer
You need to take it from data.pak
In the \MapObjects\Necropolis folder, all Necromancers, Necropolis creatures, and buildings are located; Necromancers have the marker .(AdvMapHeroShared)
The names mostly don't match the titles. Aberrar.(AdvMapHeroShared) is Zoltan, Berein.(AdvMapHeroShared) - Markel, Effig.(AdvMapHeroShared) - Raven...
The structure of the file using Zoltan as an example; I'll write about everything, but highlight what we need in redAberrar
- this is not used
- this line is usually not used
0
0
0
0
false
true
false
true
Aberrar - under no circumstances change the name in this line, otherwise scripts in campaigns might break
HERO_CLASS_NECROMANCER - this is the hero class
HERO_SPEC_MIND_CLEANER - this is the specialization (affects ONLY the effect, does not affect the icon and description of the specialization)
MASTERY_BASIC - skill level
HERO_SKILL_NECROMANCY - racial ability
- specialization name
- specialization description
- specialization icon //actually this is nice, you can give the same specialization to different races with different names and icons, I did that, for example, made a dwarf with the suzerain specialization, but due to the lack of 'retraining' he just brought in money, I called him a treasurer, such heroes were in Heroes 3
- this is the icon
<facetexturesmall href="/Textures/Icons/Heroes/Necropolis/Necropolis_Zoltan_128x128_64.(Texture).xdb#xpointe r(/Texture)"> this is the small icon, in the last expansion they were abandoned, you can just write in this line
TOWN_NECROMANCY - this is the hero's race
- hero name
- hero biography
0 - attack
1 - defense
3 - spell power
1 - knowledge
- skills
MASTERY_BASIC - mastery (basic)
HERO_SKILL_LEARNING - learning skill
- secondary skills
HERO_SKILL_EAGLE_EYE - eagle eye
- spells
SPELL_ANIMATE_DEAD - animate dead
false - ballista
false - first aid tent
false - ammo cart
- sworn enemy
0 - idk
- idk
- circle under the hero
- large army trail
- idk
- idk
false - this blocks the hero for multiplayer maps, here he is unlocked
- hero's musical theme, almost all campaign heroes have one
false - idk, better not touch
Lines important to us
- this is the battle model, for example, for a Knight it's a rider with a standard bearer
- this is the melee attack model, not everyone has it, there's none here... we won't need it either, because there's no animation
- this is the model for the adventure map
First, for these three lines, you need to write the path to the character file of the creature from the mod, it will look like this
<herocharacterarena href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
<herocharacteradventure href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
All creatures from Heroes 7 have one template, so the path will only differ in the unit name and faction
Now about the remaining lines
- this is a unique camera, such as Agrael, Biara, the Lord have... we have one too, we need to write it
<> href="/Cameras/Interface/HireCreatures/VampireHero.xdb#xpointer(/Camera)"/>
The next line is responsible for the projectile, we won't touch it, because the vampire has no projectile
HALF THE JOB IS DONE
The hero is displayed, BUT IN T-POSE
Stage 3
Fixing the hero
The structure of creature files is slightly different from the structure of hero files, we need to fix that
You need to start with that file we specified for the appearance - /new_creatures/Necro/Vamplord/creature.(Character).xdb
Open it, and you'll seecreature.(Character)
- animations for the adventure map, nothing is written here!
Fortunately, just above there is a line with animations for battle, copy the piece href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/> and paste it into the adventure map line like this
href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/>
THE HERO IS NO LONGER IN T-POSE
But he doesn't know how to shoot....
Get into the animations file - that one animset/creature.(AnimSet).xdbcreature.(AnimSet)
- these are animations, this one for example is death
death
hit
idle00
move
attack00
specability
happy
stir00
Global
As you can see, this is a list of animations, copy some and change the "kind", for example replace attack with ranged attack, and ability with cast
rangeattack
cast
This way the hero will learn to shoot and cast spells
That's it) I'm going to sleep
But tell me one more thing, how to make a hero from the already in-game unit Rajah Rakshasa? I tried by analogy with the Vamplord, but I couldn't get anything to work at all.
Added after 1 hour 42 minutes
Is it possible to create a hero from the Rakshasa Raja unit?
You need to dig around in data.pak.
The most tedious part will probably be moving files from data to the mod because they are all protected from editing, and you will have to open them, change them, and save them somewhere else...
On the other hand, there are only 3 files: the hero, the character of the creature, and AnimSet.
There is no need to disable the creature, so we immediately move on to the hero.
Stage 2
Transforming the hero
The academic hero is located in data.pak in \MapObjects\Academy. Let's replace Jalib because he is the least magical. This is the file Tan.(AdvMapHeroShared).xdb
Open it and find the following lines:
NOW PAUSE
You need to find everything related to the creature.
There is one special file here - CreatureVisual. From it, we will find the character files and the Rakshasa icons.
CreatureVisual is always located in \GameMechanics\CreatureVisual\Creatures, there is a Academy folder and the file Rakshasa_Rukh.xdb
What's inside the file
Title
- Rakshasa's name
- junk
- Rakshasa's description
- there is a very small icon
- a small icon
- a smaller icon
<icon128 href="/Textures/Interface/CombatArena/Faces/Academy/ico_Rakshasarukh_128.xdb#xpointer(/Texture)"/> - this is the icon you can put on the hero
<animcharacter href="/Characters/Creatures/Academy/RakshasaRukh.(Character).xdb#xpointer(/Character)"/> - here it is! Rakshasa's model and animation, copy this line and paste it into the hero
- if the creature changes its model after death, it is recorded here
- projectile for shooting
- this is for phoenixes and elementals
- the effect of the hit... interesting, black dust flies out of the Rakshasa, not blood...
false - for teleportation
- the effect of starting teleportation (it will not be interrupted when the animation changes)
- the effect of teleporting to another cell
- I don't know
- the point of impact of the projectile... I'm not sure if this thing always works
-0.0176687
0.163724
1.82213
Chest - presumably this is the bone into which the projectile flies - because of it, I am not sure about the previous point
Let's go back to the hero
Let's specify the Rakshasa icon (in principle, it is not necessary if you want, for example, to take the Jalib icon and replace it with a new dds texture)
Change the path to the large icon
<facetexture href="/Textures/Interface/CombatArena/Faces/Academy/ico_Rakshasarukh_128.xdb#xpointer(/Texture)"/>
Remove the path to the small icon
Insert the Rakshasa character
<herocharacterarena href="/Characters/Creatures/Academy/RakshasaRukh.(Character).xdb#xpointer(/Character)"/>
<herocharacteradventure href="/Characters/Creatures/Academy/RakshasaRukh.(Character).xdb#xpointer(/Character)"/>
If necessary, specify the camera, but in principle, the mage is comparable in size to the Rakshasa, so you can try without it. The camera should be located somewhere in \Cameras\Interface\HireCreatures
The wizard's projectile.... if you want to get rid of the projectile, specify the path to the Rakshasa CreatureVisual, but I don't think it's necessary
RAKSHASA IN A T-POSE
Stage 3
Well, everything is simple here
Find the file that was recorded in the hero - /Characters/Creatures/Academy/RakshasaRukh.(Character).xdb
In it, as in the vampire, add animations for the map
In the same folder, there is a file with animations RakshasaRukh-arena.xdb
As with the vampire, add cast and rangeattack
Awesome! And how nicely he moves around the map, it's just amazing, and he also casts spells in battle, which is really cool!