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#31
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Okay, I'll fix it, but can you tell me how much is being cut off? (if possible, provide a screenshot).
[url=Таверна (фулдилка) - заходите.


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#32
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ggroy
I didn't quite understand what you meant.

This is what I’m talking about.



image 1024x766, with a black background underneath it (an extended canvas); all together, it has dimensions of 1024x1024
Attachments 1
1 file attached • Total size: 64.5 KB
Кампании для Heroes V 3.1 (Трилогия):

Пробуждение зла
Нашествие из Преисподней
Смена эпох

Скачать все кампании одним архивом: Яндекс.Диск Google.Диск

You can download the set of 3 Campaigns (English version) here


Одиночные сценарии Heroes V 3.1:


Незваные гости
Красный кристалл
Синий кристалл
Закат тьмы

Мультиплеерные карты для Heroes V 3.1:

Легендарная война
Сердце вулкана
Передел мира
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#34
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How do I insert custom hero icons?
 Создается карта про эльфов: Воссоединение - готовность 71%
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#35
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Prepare an icon with dimensions of 128x128 in the tga format and place it in the Complete folder. After that, open the map in the editor, select the hero, and in the properties, check the "Custom Icon" box, then choose the icon from the Complete folder.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Нейтралы: 1 2 3 4
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#36
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RedHeavenHero
Prepare an icon with a size of 128x128 in tga format, and place it in the Complete folder. After that, open the map in the editor, select the hero, and in the properties, check the "Custom Icon" box, then choose the icon from the Complete folder.
How simple! :)
And I've already tried the same method for the splash screen image, and it works.

Added 2 minutes later
By the way, if someone downloads the map, will they have to manually insert these images?
 Создается карта про эльфов: Воссоединение - готовность 71%
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#37
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By the way, if someone downloads the map, will they have to manually insert these images?
No, they will be included in the map.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
Нейтралы: 1 2 3 4
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#38
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RedHeavenHero
Prepare an icon with dimensions of 128x128 in the tga format, and place it in the Complete folder. After that, open the map in the editor, select the hero, and in the properties, check the "Custom Icon" box. Then, choose the icon from the Complete folder.
I tried doing it this way, but the images have a white background, even though I made it transparent. How can I make the background neutral in the game?
 Создается карта про эльфов: Воссоединение - готовность 71%
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#39
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The pixels in the transparent part of the image should be black.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

Существа NCF
Орден Порядка: 1
Нейтралы: 1 2 3 4
#40
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ggroy
Basically, I spent a long time looking for how to insert a PWL loading screen image without any glitches. But in the end, I only got a black image.
I found some information on how to insert it, but it was slightly broken, and again, it didn't work for me. I thought about it for a long time, redid it, and finally figured it out.
If you are lazy, read from the very bottom. Basically, as you can tell, I will describe detailed instructions on how to insert an image into your map.
Inserting a PWL image:

1. Open the map editor.
2. Click the Map Properties Tree button (top right corner).
3. Look for PWL Picture.
Screenshot:

4. Click - new.
5. Enter a name, check the box for Export objekt after creation, and click Add Type.

6. Close and save the map.
7. Open the map with any archiver (for example, Win Rar)
8. Go to the final folder of the map.
9. Look for our file - name.(Texture).xdb and open it with Notepad
10. Paste the code below instead of the old one.


  <destname href="pwl.dds" destname>
  REGULAR
  CONVERT_TRANSPARENT
  CLAMP
  TF_DXT1
  1024
  1024
  0
  1
  0
  0
  true
  false
  false
  true
  false
11.pwl.dds is the name of our image, which we will insert later (That is, if your image is called kartinka.dds, then we write:
[COLOR="lime"]<destname href="[/COLOR][COLOR=" red"]kartinka.dds[ color][color="Lime" ]" destname>.[/COLOR]
12. Next, create a text document (regular Notepad).
13. Click rename and rename it to name.xdb
14. Paste this code:


  <srcname href="pwl.dds" srcname>
  <destname href="pwl.dds" destname>
  REGULAR
  CONVERT_ORDINARY
  CLAMP
  TF_DXT1
  1024
  1024
  0
  0
  0
  0
  false
  false
  false
  true
  false
pwl.dds is the image name. Each of you should insert your own name.
15. Add the created name.xdb file to the very end of the .h5m map archive, in the same folder as the first name.(Texture).xdb file
16. Open the map.xdb file (which is located where we put the file) and search for this using Ctrl+F:
PWLPicture
17. You will get a similar line:

18. Change it to this one:
But with all the spaces etc.
19. Now let's deal with the image itself: first, download Photoshop Paint net.
20. Now download or make any image yourself (better to take a larger one). The actual image should be 1024x766, and the background 1024x1024.
21. Open the image with Paint Net Photoshop. Click: Image-Resize... (or Ctrl+R)- Uncheck "Maintain aspect ratio"- Specify size in pixels - 1024 by 1024. Click OK. (this is our background)
23. Insert an image sized 1024x766 and place it so that the top part is flush against the edge. The bottom part should be free, meaning a black background remains.(Otherwise the bottom part of the image will be cut off)
This is how you should insert it:

23. Click: File-Save as...- Select format "DirectDrawSurface (DDS) (*.dds)"

24. Compare with my screenshot:

25. Drop the image into the final map folder. BUT DON'T FORGET THAT THE NAME MUST BE THE SAME AS WE WROTE IN name.(Texture).xdb AND name.xdb


If you are too lazy to do it all yourself, here is another set of instructions:
First, download this file:
Click to Download
1. Open your map with the map editor and find the PWL Picture function in the Map Properties Tree.
2. Click the New button and add name.(Texture).xdb
3. Unpack all files into any folder.
4. Open your map - using an archiver this time.
5. Drop all files (except the installation file) into the final folder.
6. To replace my image with your own, open name.dds and replace it with any of your images,
but keep the image 1024x1024


Inserting Thumbnail image:

1. Open the map editor.
2. Look for the function (in Map Properties Tree) - thumbnaillmages

3. Click New.
4. Type pic1.(Texture) in the line and click OK. (Or type pic1 in the line and click Add Type).

5. Save and close the map.
6. Open the map with any archiver (for example, Win Rar).
7. Look for our file - pic1.(Texture) in the final folder.
8. Open it with any Notepad.
9. Replace its content with this:


  <srcname href="kartinka.dds" srcname>
  <destname href="kartinka.dds" destname>
  REGULAR
  CONVERT_ORDINARY
  CLAMP
  TF_DXT1
  0
  0
  0
  0
  0
  0
  false
  false
  false
  true
  false
10.kartinka.dds is the name of the image we will insert into the game (REMEMBER IT).
11. Create a new text document (Notepad).
12. Rename it to: pic1.xdb (change format to xdb).
13. Open the created text document and paste this text into it:
 
 
  <srcname href="kartinka.dds" srcname> 
  <destname href="kartinka.dds" destname> 
  TEXTURE_2D 
  CONVERT_TRANSPARENT 
  CLAMP 
  TF_8888 
  240 
  180 
  0 
  1 
  0 
  0 
  true 
  false 
  false 
  true 
  false 
Again, kartinka.dds is the image name (you need to insert the same name here as in the first text document).
14. Drop the created text document into your map's final folder.
15.Now let's deal with the image::
1. Choose the image you need.
2. The image must be this size: 240x180 (pixels).
If your image fits the dimensions, drop it into your map's final folder.
If you take a larger image (and it is not 240x180), then crop it.

16. Then click "Save as...", and select type [COLOR="rgb(255, 140, 0)"]"DirectDrawSurface (DDS) (*.dds)"[/COLOR], click [COLOR="rgb(255, 140, 0)"]"Save"[/COLOR].
17. Configure parameters:
Параметры:
A8R8G8B8
Тип подсистемы сжатия:
Кластерный (медл./кач.)
Оптимизация сжатия:
Для отображения
Дополнительные параметры:
Генерировать Might Maps
Избыточная выборка
18. Compare with the screenshot:

19.This is important. Now launch your map again, and in the thumbnaillmages line, REMOVE (Texture) from pic1.(Texture) MANDATORILY.
Was:

Became:


And now (if you need it), let's make it so there are 2 or more images that switch between each other (mini presentation)
We have the files pic1.xdb and pic1.(Texture).xdb. You must create copies of these files and name them pic2.xdb and pic2.(Texture).xdb. In the map-tag.xdb file from your .h5m map, you must specify a link to the new pic2.xdb file:
was

		
	
became

		
		
	
In the pic2.xdb file, change the link to your image:
was
became

Consequently, the image name should be pic2.dds. The rules for making it remain the same.
Next, in the map.xdb file from your .h5m map, almost at the very bottom (use Ctrl+F search), look for the code:


and add a link line to our new pic2.xdb file. It looks like this:




All that's left is to drop the created files into your .h5m map archive at the very end.
Now when selecting the map, you will be able to see a smooth transition from the first image to the second.
That's all, if I helped, leave a like:smile01:
IT IS CATEGORICALLY FORBIDDEN TO DISLIKE. I DID NOT WORK THIS HARD JUST SO SOME SMARTY COULD DISLIKE IT. I DID NOT FORCE YOU TO READ AND DO EVERYTHING I DID:smile10:

Since 2018.. but still a useful tutorial