Skip to content

Posts from All information about modding.

No ratings yet — be the first to rate!
User Avatar
1 year ago
Auto-translated
Just downloaded it, and it worked perfectly.
In reply to Mооnst@r
User Avatar
1 year ago
Auto-translated
Mооnst@r
Just downloaded it, no problems at all.
It worked now, and I was already thinking that the problem wasn't with the file itself, as the size is visible. Thank you, you're awesome. I think I understood it from the second point, I did it, but something didn't work. I'm usually good at doing things by analogy.
In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel
Okay, I understand the first point now, and I managed to fix it!
I messed up a bit with the first mod; I mistakenly thought the Normal.xdb files in the Cast folders (\UI\HeroScreen2\Inventory\Cast and \UI\HeroScreen3\Inventory\Cast) were the ones that specify the texture parameters, but they are actually named (BackgroundSimpleTexture).xdb. You need to replace them with (BackgroundSimpleScallingTexture).xdb, but keep the file names the same - Normal.xdb.

P.S. I've attached the corrected mod with the cast icon in the inventory.
Attachments 1
1 file attached • Total size: 90.5 KB
User Avatar
1 year ago
Auto-translated

Thanks, I'll get to it!

A small update for Heroes just dropped on Steam (and I was wondering why my trusted setup wasn't launching). Now I need to dust off the backups with batch files, etc., and check everything out once I figure it out.

https://steamdb.info/patchnotes/19081221/

User Avatar
1 year ago
Auto-translated
G0ldiel, is this the final version of the castle icon? I noticed artifacts around the edges, and there might be some on other enhanced versions as well. In the editor, I selected 134x134 (cropped two pixels from each edge), copied, and pasted it into a new transparent texture of 138x138. Screenshot before and after:
Attachments 1
1 file attached • Total size: 57.9 KB
User Avatar
1 year ago
Auto-translated
Mооnst@r
G0ldiel, is this the final version of the spell icon? I noticed artifacts around the edges, and there might be some on other enhanced versions as well.
In the editor, I selected 134x134 (cropped two pixels from each edge), copied, and pasted it into a new transparent texture of 138x138.

Screenshot before and after

Apparently, there were some typos the first time; the second example matched the first, but everything turned out fine, it's all great. I also noticed the same thing with the book icon, so I tried reducing it in pixels and painting it in the editor.

However, thank you for pointing this out and suggesting a solution.

I worked with all the bookmarks, and increasing them by 4 times turned out to be an excellent solution. I removed the artifacts after the upscale.

I'll see what I can do with the parchment; it seems to be different there.

In general, I think the most difficult thing will be the resource icons, and whether it will even make sense. Overall, there will be a mod; I think I'll create a topic later. Thanks again for your help.

Attachments 1
1 file attached • Total size: 16.5 MB
In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel
In principle, I think the most difficult part will be the resource icons, and whether it will even make sense to have them.

For the skill wheel on the level-up box, I compressed the faction icons from x134 to x34, and everything is perfectly visible. Try it; if you don't like the result, you can remove it.
User Avatar
1 year ago
Auto-translated
I need guidance on how to edit the xdb files to apply texture upscaling for the team logos and the resource bar at the top – in the hero and creature viewing mode. This is the last element in this category that I have a question about.
Attachments 1
1 file attached • Total size: 114.4 KB
In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel
...and the resource bars at the top

\UI\ResourceBar, resource-bar-heavy.(WindowSimpleShared).xdb, back.(BackgroundSimpleTexture).xdb, \Textures\AdventureScreen-FPP-2, ResourceBar-heavy.dds
In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel
I need some guidance on how to edit xdb files to apply texture upscaling for the team emblem and the resource bar at the top – in hero and creature viewing mode. This is the last element in this category that I have a question about.

Regarding the interface emblem, I know that Zahar has worked on this a lot. Maybe you could write to him? Perhaps he can offer some helpful advice for understanding how to do it.
In reply to Waterfall_13
User Avatar
1 year ago
Auto-translated
Waterfall_13

Regarding the interface's color scheme, I saw that Zahar worked on it a lot. Maybe you can write to him? He might have some useful suggestions to help you understand it.
Here, we're talking about the color scheme for the team commands in a 3v3 duel; it's unlikely that Zahar touched it, and I couldn't find it myself.
In reply to Mооnst@r
User Avatar
1 year ago
Auto-translated
Mооnst@r

\UI\ResourceBar, resource-bar-heavy.(WindowSimpleShared).xdb, back.(BackgroundSimpleTexture).xdb, \Textures\AdventureScreen-FPP-2, ResourceBar-heavy.dds


in the case of resource-bar-heavy.(WindowSimpleShared).xdb, I think you need to change the content; simply using BackgroundSimpleScallingTexture won't be enough. Could you take a look at it when you have some free time?
In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel


in the case of resource-bar-heavy.(WindowSimpleShared).xdb, you need to change the content; I think simply BackgroundSimpleScallingTexture won't be enough. Could you take a look when you have some free time?

If you are upscaling the resource bar, in resource-bar-heavy.(WindowSimpleShared).xdb, add Scalling to ...back.(BackgroundSimpleTexture).xdb#xpointer(/BackgroundSimpleTexture), so it becomes ...back.(BackgroundSimpleScallingTexture).xdb#xpointer(/BackgroundSimpleScallingTexture), and replace the back.(BackgroundSimpleTexture).xdb file with back.(BackgroundSimpleScallingTexture).xdb, as shown in comment #26. Specify the path to the texture in it, just like in the replaced one, and set the size to 1394x104 (if the texture itself became 2048x128 after upscaling).
If something doesn't work out, just send me the finished texture, and I'll take a look.
In reply to Mооnst@r
User Avatar
1 year ago
Auto-translated

Mооnst@r

If you are upscaling the resource bar, in resource-bar-heavy.(WindowSimpleShared).xdb, add Scalling to ...back.(BackgroundSimpleTexture).xdb#xpointer(/BackgroundSimpleTexture) to make it ...back.(BackgroundSimpleScallingTexture).xdb#xpoi nter(/BackgroundSimpleScallingTexture)"/>, and replace the back.(BackgroundSimpleTexture).xdb file with back.(BackgroundSimpleScallingTexture).xdb, as shown in comment #26. Specify the path to the texture in it, as in the file being replaced, and set the size to 1394x104 (if the texture itself became 2048x128 after upscaling).
If something doesn't work, just send the finished texture, I'll take a look.

Thanks, it worked. By the way, why are we specifying 1394x104? Where does this value come from? Is it mentioned somewhere?

Added 1 hour ago
G0ldiel


Thanks, it worked. By the way, why are we specifying 1394x104? Where does this value come from? Is it mentioned somewhere?

I tried to significantly increase and then compress the resource icons on the resource bar, but I didn't see any good results.

In reply to G0ldiel
User Avatar
1 year ago
Auto-translated
G0ldiel


Thank you, it worked. By the way, why are we using 1394x104? Where does this value come from? Is it mentioned somewhere?

In resource-bar-heavy.(WindowSimpleShared).xdb, the size is specified as x697 y52.

Statistics

Welcome our newest member: recijeb

Users Online 3 users 1343 guests