SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: All Alternative Hero Models Picker - DISCONTINUED˛

Page 3 of 32 FirstFirst 123456713 ... LastLast
Results 41 to 60 of 634
  1. #41
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Apr 2010
    Location
    Scoreland
    Posts
    1,790
    Quote Originally Posted by saTo View Post
    @Awan`Afuqya: I'll think about that.
    It's just, why would i set an alt avatar and then use the bought one? Just let it "dynamic" and everythings fine.
    Because you bought an alt avatar and want to see this avatar every time you play (and show off).
    If you set it to dynamic and an enemy plays the hero but doesn't have it you're screwed

    On the other hand some ppl buy alts just for trolling.
    The enemy sees your Rainbow Rampage but you don't.

    Last edited by Awan`Afuqya; 04-17-2011 at 08:20 AM. Reason: typo

  2. #42
    @ LN]RufiO_ : Please upload your HeroModels.honmod file somewhere and post a link to it.

    @ [xKKT]Awan`Afuqya: Hmm, yeah makes sense. Didn't look at it that way
    I'll remove it then in the next version.

  3. #43
    http://ifile.it/rsdobq4/HeroModels.honmod

    believe thats it, but havent ever uploaded anything but pic before. so i hope it tells you what you need.

  4. #44
    Try removing your resources999.s2z file in the mods directory. Are there any other resourcexxx.s2z file other than the resources0.s2z?
    I did it, and renewed the program is now a same bug in 20 string
    Last edited by Meridia; 04-17-2011 at 05:37 AM.

  5. #45
    Quote Originally Posted by Meridia View Post
    I did it, and renewed the program is now a same bug in 20 string
    I dont know. Read the first post and follow the steps how to report an error.

  6. #46
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Oct 2009
    Location
    Sol System, Earth
    Posts
    47
    My program uploads the honmod and Doesn't include the alt avatars I picked when I play

  7. #47
    Great application mate.

  8. #48

  9. #49
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Apr 2010
    Location
    Scoreland
    Posts
    1,790
    Hi SaTo. I double-checked your app a bit (while fixing stuff, thanks for the animations!)
    Note: This applies if you want to see the default model but an enemy (or you) chose the alt_model.


    • I found new strings in some heroes (arachna, pestilence, etc.)
      Code:
      <find>tiltfactor="1.0"</find>        <delete />
      <find>tiltspeed="90.0"</find>        <delete />
    • Valk doesn't have a body.entity anymore (in the hero.entity)
    • Glad_default will still show the "stone ball"
    • This is wrong, you'll miss sound files.
      Code:
      <findall><![CDATA[PlaySoundLinear ../sounds/]]></findall>
              <replace><![CDATA[PlaySoundLinear sounds/]]></replace>
    • ../rig.max & file="../high.model" is wrong, you don't need these (just high, med, low)
    • pestilence_default will still have ladybugs
    • rampage_default will still have a rainbow animation
    • This is wrong. The sound files are in the model.mdf, no need to change it
      Code:
      <find>sample="/heroes/ebulus/ability_04/sounds/ability_04.wav"</find>
              <replace>sample="/heroes/ebulus/alt/ability_04/sounds/cast.wav"</replace>
    • Soul Reaper has the default projectile, not the alternative
    • I don't remember all, you know where to find it

  10. #50
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Salvador/Brazil
    Posts
    1,209
    As a plus, after adding a FindAll operation, please use a <find position="start" /> to reset the cursor to the start of the file.

    If you use <find position="start">STRING</find>, the position attribute will be ignored.

  11. #51
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Germany, NRW
    Posts
    974
    Quote Originally Posted by SHiRKiT View Post


    Is this right?
    looks like mine :P
    caused by widescreen i guess, but doesnt alter the functionality !

    Quote Originally Posted by oNioN_CuTeR View Post
    give to me i need namechanger PLEASSE! my name is unspelled wrongly

  12. #52
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Salvador/Brazil
    Posts
    1,209
    Yep, but it's quite confusing to use the program that way. Besides, why widescreen would cause such problem? O.o

  13. #53
    Too bad it's us, allpicks!

  14. #54
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Salvador/Brazil
    Posts
    1,209
    Well, you can do it just for your hero, pick him, close hon, generate honmod and apply with a Manager :P

  15. #55
    Quote Originally Posted by Awan`Afuqya View Post
    Hi SaTo. I double-checked your app a bit (while fixing stuff, thanks for the animations!)
    Note: This applies if you want to see the default model but an enemy (or you) chose the alt_model.


    • I found new strings in some heroes (arachna, pestilence, etc.)
      Code:
      <find>tiltfactor="1.0"</find>        <delete />
      <find>tiltspeed="90.0"</find>        <delete />
    • Valk doesn't have a body.entity anymore (in the hero.entity)
    • Glad_default will still show the "stone ball"
    • This is wrong, you'll miss sound files.
      Code:
      <findall><![CDATA[PlaySoundLinear ../sounds/]]></findall>
              <replace><![CDATA[PlaySoundLinear sounds/]]></replace>
    • ../rig.max & file="../high.model" is wrong, you don't need these (just high, med, low)
    • pestilence_default will still have ladybugs
    • rampage_default will still have a rainbow animation
    • This is wrong. The sound files are in the model.mdf, no need to change it
      Code:
      <find>sample="/heroes/ebulus/ability_04/sounds/ability_04.wav"</find>
              <replace>sample="/heroes/ebulus/alt/ability_04/sounds/cast.wav"</replace>
    • Soul Reaper has the default projectile, not the alternative
    • I don't remember all, you know where to find it
    Does any of the new strings change anything so that they should be deleted?

    Yes i thought that Glad would behave like this, but havent got a replay with his alt to test it.

    Yes, mixed those two up. its now findall sound/ replace with ../sound/

    Removed the ../rig.max & file="../high.model

    Need replay for Pestilence alt to test.

    Yes, tried to get default ramp to work, but got alot of problems there.

    The Ebulus sound should be needed, otherwise shes not plaing her kiss sound on ult?!

    Will check the Soul Reaper cast.

    Thats the feedback i would like, because im not checking every hero every patch for errors.

    @SHiRKiT: That Bug is strange. The windo should have a fixed width. Yours is way to big Oo
    Im not the best with VB.net. That is my first project i use this language.
    If anybody knows what causes this let me know.
    I dont think its caused by Widescreen resoulton, useing 1920x1200 myself.

    The findall thing: After a findall the next find is starting from the top again?! Then a <find position="start" /> would be useless too because it would be ignored as you said?!

  16. #56
    I don't understand much but it's awesome to you guys working together :P

    Keep it up!

  17. #57
    Quote Originally Posted by RufiO_o View Post
    http://ifile.it/rsdobq4/HeroModels.honmod

    believe thats it, but havent ever uploaded anything but pic before. so i hope it tells you what you need.
    Finally found it. Its a problem with Manager.jar.

    Works fine in HoNModMan.exe.

    This will be fixed in the next version. For now what you can do is:

    1) Open HeroModels.honmod with winrar/winzip
    2) Open mod.xml with an editor
    3) Search for: <find position="start">
    4) Replace with: <find position="start" /><find>

    @SHiRKiT: Cant you fix that in your Manager.jar?
    Dont know why this shouldn't work. It does in ModMan why not in Manager?

  18. #58
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Apr 2010
    Location
    Scoreland
    Posts
    1,790
    Quote Originally Posted by saTo View Post
    Does any of the new strings change anything so that they should be deleted?
    I think it's a preview feature but I don't know.
    Searched for it but other than the "Battering RAMpage" I didn't find anything .
    BlacRyu should know it.


    Yes i thought that Glad would behave like this, but havent got a replay with his alt to test it.
    Use pratice mode for testing purposes. (Test++)
    here is the code

    Code:
    <editfile name="heroes\gladiator\ability_04\ability.entity">
            <find><![CDATA[<onimpact>
                <spawnunit name="Gadget_Gladiator_Ability4_Marker" count="1" target="source_position" pushentity="true" facing="target_position" />
                <setproxy entity="this_entity" target="stack_entity" />
                <spawnunit name="Gadget_Gladiator_Ability4_Sight" count="1" target="this_proxy_entity" offset="0 -1000 0" offsetspace="this_proxy_entity" pushentity="true" />
                <spawnprojectile name="Projectile_Gladiator_Alt_Ability4" source="this_proxy_entity" target="target_position" offsetspace="this_proxy_entity" offset="0 -1000 0" bind="stack_entity" proxy="stack_entity" />
            </onimpact>]]></find>
            <replace><![CDATA[<onimpact>
            <spawnunit name="Gadget_Gladiator_Ability4_Marker" count="1" target="source_position" pushentity="true" facing="target_position" />
            <setproxy entity="this_entity" target="stack_entity" />
            <spawnunit name="Gadget_Gladiator_Ability4_Sight" count="1" target="this_proxy_entity" offset="0 -1000 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4" source="this_proxy_entity" target="target_position" offsetspace="this_proxy_entity" offset="0 -1000 0" bind="stack_entity" proxy="stack_entity" />
            <spawnunit name="Gadget_Gladiator_Ability4" count="1" target="target_position" offset="0 -150 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4_Chariot" source="this_proxy_entity" target="stack_entity" offsetspace="this_proxy_entity" proxy="stack_entity"  offset="0 -1150 0" />
            <spawnunit name="Gadget_Gladiator_Ability4" count="1" target="target_position" offset="30 0 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4_Horse" source="this_proxy_entity" target="stack_entity" offsetspace="this_proxy_entity" proxy="stack_entity" offset="70 -1025 0" />
            <spawnunit name="Gadget_Gladiator_Ability4" count="1" target="target_position" offset="-30 0 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4_Horse" source="this_proxy_entity" target="stack_entity" offsetspace="this_proxy_entity" proxy="stack_entity" offset="-30 -1000 0" />
            <spawnunit name="Gadget_Gladiator_Ability4" count="1" target="target_position" offset="30 180 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4_Horse" source="this_proxy_entity" target="stack_entity" offsetspace="this_proxy_entity" proxy="stack_entity" offset="40 -820 0" />
            <spawnunit name="Gadget_Gladiator_Ability4" count="1" target="target_position" offset="-30 180 0" offsetspace="this_proxy_entity" pushentity="true" />
            <spawnprojectile name="Projectile_Gladiator_Ability4_Horse" source="this_proxy_entity" target="stack_entity" offsetspace="this_proxy_entity" proxy="stack_entity" offset="-60 -845 0" />
        </onimpact>]]></replace>
        </editfile>]
    Yes, mixed those two up. its now findall sound/ replace with ../sound/
    The "findall sound/ replace with ../sound/" was already there

    Need replay for Pestilence alt to test.
    You do not , pratice mode -> use the ulti on creeps.
    Code:
    <editfile name="heroes\pestilence\hero.entity">
            <find>passiveeffect="alt/effects/body.effect"</find>    <replace>passiveeffect="effects/body.effect"</replace>
            <find>icon="alt/icon.tga"</find>                <replace>icon="icon.tga"</replace>
            <find>portrait="alt/icon.tga"</find>            <replace>portrait="icon.tga"</replace>
            <find>model="alt/model.mdf"</find>                <replace>model="model.mdf"</replace>
            
            <find>infoheight="185"</find>        <delete />
            <find>previewmodel="alt/preview.mdf"</find>        <replace>previewmodel="preview.mdf"</replace>
            
            <find>tiltfactor="1.0"</find>        <delete />
            <find>tiltspeed="90.0"</find>        <delete />
            
            <findall>alt/</findall>                <delete />
        </editfile>
        
        <editfile name="heroes\pestilence\alt\ability_04\projectile.entity">
            <find>traileffect="effects/projectile.effect"</find>                <replace>traileffect="../../ability_04/effects/projectile.effect"</replace>
        </editfile>
        
        <editfile name="heroes\pestilence\alt\ability_04\effects\cast.effect">
            <find>material="/shared/effects/materials/ladybug.material"</find>    <replace>material="/shared/effects/materials/beetle.material"</replace>
            <find>size="4"</find>            <replace>size="7"</replace>
        </editfile>
        
        <editfile name="heroes\pestilence\alt\ability_04\effects\state.effect">
            <find>material="/shared/effects/materials/ladybug.material"</find>    <replace>material="/shared/effects/materials/beetle.material"</replace>
            <find>size="4"</find>            <replace>size="7"</replace>
            
            <find>material="/shared/effects/materials/ladybug.material"</find>    <replace>material="/shared/effects/materials/beetle.material"</replace>
            <find>minscale="1.5"</find>        <replace>minscale="3"</replace>
            <find>maxscale="2.5"</find>        <replace>maxscale="4.5"</replace>
        </editfile>]
    Yes, tried to get default ramp to work, but got alot of problems there.
    The only problem I face is that he has no walking animation after 4 charges. I'll get to that another time

    The Ebulus sound should be needed, otherwise shes not plaing her kiss sound on ult?!
    heroes/ebulus/alt/model.mdf

    Code:
    <anim name="ability_4" clip="clips/ability_4.clip" fps="30" loop="false">
            <frameevent frame="1" cmd="PlaySoundLinear ability_04/sounds/cast.wav 500 2500 1"/>
        </anim>
    No.

    Will check the Soul Reaper cast.
    Code:
    <editfile name="heroes\helldemon\hero.entity">
            <find>icon="icon.tga"</find>            <replace>icon="alt/icon.tga"</replace>
            <find>portrait="icon.tga"</find>        <replace>portrait="alt/icon.tga"</replace>
            <find>model="model.mdf"</find>            <replace>model="alt/model.mdf"</replace>
            
            <find>passiveeffect="effects/body.effect"</find> <replace>passiveeffect="alt/effects/body.effect"</replace>
            
            <find>infoheight="170"</find>            <replace>infoheight="185"</replace>
            <find>preglobalscale="1.85"</find>        <replace>preglobalscale="1.25"</replace>
            
            <find>previewmodel="preview.mdf"</find>    <replace>previewmodel="alt/preview.mdf"</replace>
            <find>previewscale="1.7"</find>            <replace>previewscale="1.25"</replace>
        </editfile>
        
        <editfile name="heroes\helldemon\projectile\projectile.entity">
            <find>model="effects/model.mdf"</find>    <replace>model="../alt/effects/projectile/effects/model.mdf"</replace>
        </editfile>
    Reply in DeepSkyBlue

  19. #59
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Salvador/Brazil
    Posts
    1,209
    Quote Originally Posted by saTo View Post
    The findall thing: After a findall the next find is starting from the top again?! Then a <find position="start" /> would be useless too because it would be ignored as you said?!
    Actually, that was a Notausgang implementation and I had to copy it. After a Findall + another operation (delete, insert or replace), he sets the cursor to the top of the file. So I had to copy that action for maximum compatibility. Maybe leave that way and I should add that in the Honmod Format documentation I'm developing.

    No, I'm saying this:

    <find position="start">and a string here to be found</find>

    The position attribute on that way will be ignored ^^

    For not getting ignored, you have to use it without a content inside:

    <find position="start" />

  20. #60
    @[P0G]SHiRKiT: Changed that now but its still kinda strange.

    @[xKKT]Awan`Afuqya: Thx for the code. But thats a good example what i meant, implemented your gladi code but it only works in practise mode.

    When you watch a game where someone has gladi alt and you force normal it doesnt work at all.

    Hers a replay with gladi alt: 36714356

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •