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RedBear

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Posts posted by RedBear

  1. On 1/14/2022 at 5:43 PM, Ondis said:

    Start an Open Source Project like people did with Savage 2

    What project are you talking about? Can you provide a link? As far as I know, Savage 2 is not open source.

  2. 20 minutes ago, slashcry said:

    not even close

    first ability similar to tarot only 

    I said that the abilities are partially similar, not identical. For example, Hoodwink's Scurry ability reminded me of Blitz's Quicken ability. Both increase movement speed and grant Unitwalking when activated.

    However, I agree with you about Tarot. Indeed Hoodwink's Acorn Shot ability are partially similar to Tarot's Ricochet ability, and Hoodwink's Bushwhack ability are partially similar to Tarot's Bound By Fate ability.

    It looks like several HoN characters were combined in this character.

     

  3. 32 minutes ago, guccidonut said:

    I would like to attach textures to start. I have the object model but how can I attach the skin textures?

    As I answered you in a personal message, there are many Blender video tutorials on the Internet.
    I took 1 minute to find one of them and 2 more minutes to record a video above.

    If this is too difficult for you, it may be that modding is not for you. Since these are basic things, and then it will be even more difficult things. 🤔

  4. 20 hours ago, guccidonut said:

    how to create some spell casting (QWER) effect animations?

    Define what you want - a tutorial on how to create animations or a tutorial on how to create ability effects? 

    Blender won't help you with creating ability effects.

    • Like 1
  5. Models can be found the following paths:

    ..\game\resources0.s2z\heroes

    ..\game\resources1.s2z\heroes

    ..\game\resources2.s2z\heroes

    ..\game\resources3.s2z\heroes

    The model files extension is .model.

    Textures can be found the following paths:

    ..\game\textures.s2z\00000000\heroes --high

    ..\game\textures.s2z\00000003\heroes --medium

    ..\game\textures.s2z\00000005\heroes --low

    .s2z - this is an archive that can be opened by any archiver.

    To import models into Blender 2.78, you need a Theli's K2 Model/Animation Import-Export script:

     

  6. 15 hours ago, WollieWoltaz said:

    I use "IQM & IQE" scripts for exporting and importing the character model as an Inter-Quake-Model, this will fix the strange mesh deformation around the thigh/pelvis bone for all the heroes and skins, at least i haven't encountered any so far that were not fixed using this method. Not sure if these scripts work for the newest version of Blender, haven't tried it but it certainly works for Blender 2.79.b

    Actually, there is no need to use third party scripts. You can simply export the imported model, then reimport it and apply animation. 

    PS: Due to lack of programming skills and knowledge of Blender I still could not figure out what the problem is. 😭

     

    • Like 1
  7. 1 hour ago, ElementUser said:

    I'm not sure what you're asking for - if you mean the attack offset field in the hero entity file

    Yes, that's what I was talking about. Blazer holds her weapon in her left hand, but attack and projectile effects appear on the right side because Sapphire is holding her weapon in her right hand. It is a pity that this option cannot be unlocked. 😭 R.I.P. Balzer mod.  

    1 hour ago, ElementUser said:

    That mod in the video looks complete to me! 

    This mod is far from complete, to be honest. I had planned to do a lot more things. There is no problem with attack offset and attack effect because the video is from the test game where changing the attackoffset parameter works. In a non-test game, it looks a lot worse.

  8. On 5/24/2021 at 3:41 PM, Fox`Tail said:

    Whoops, sorry for the incorrect link, try this one please - https://drive.google.com/file/d/1-iCbf-K6EEFm2YkSVPTODbNlesA5ayCU/view?usp=sharing

    Editing hero.entity file looks correct. At least for now.

    However, I still don't understand why you are copying the following 2 files:

    <copyfile
        name="heroes\hammerstorm\model.mdf"
        overwrite="yes" />
      <copyfile
        name="heroes\hammerstorm\preview.mdf"
        overwrite="yes" />

    These files are not used because you changed the paths to them in the hero.entity file:

    <find><![CDATA[model="model.mdf"]]></find>
        <replace><![CDATA[model="alt3/model.mdf"]]></replace>

    <find><![CDATA[previewmodel="preview.mdf"]]></find>
        <replace><![CDATA[previewmodel="alt3/preview.mdf"]]></replace>

    If you copied .effect, material, .mdl, etc. files, then you need to fix paths inside this files (sounds, models, materials, etc. paths), specifying the correct paths.

    e.g.: If you used this

    <copyfile
        name="heroes\hammerstorm\ability_02\effects\cast.effect"
        overwrite="yes" />

    then you need to fix the sound path by changing

    sample="../../sounds/vox_2.wav" to

    sample="/heroes/hammerstorm/alt3/sounds/vox_2.wav" 

    Same for 

    <copyfile
        name="heroes\hammerstorm\effects\boost.effect"
        overwrite="yes" />

    you need to fix both model paths by changing

    model="boost_weapon/model.mdf" to

    model="/heroes/hammerstorm/alt3/effects/boost_weapon/model.mdf"

    and delete this

    <copyfile
        name="heroes\hammerstorm\effects\boost_weapon\model.mdf"
        overwrite="yes" />

    since this is not used in your variant of the honmod, since the model paths is listed inside boost.effect file you copied.

     

    • Thanks 1
  9. 9 hours ago, Fox`Tail said:

    Thanks for sharing the potential issues. Could you please check out this one? https://drive.google.com/file/d/12qcq8GtVRMbopHvOi2nki_g9PBFF_4hX/view?usp=sharing

    I downloaded your honmod twice, but I still get honmod in where you copy the entire .entity files, and don't edit it.

    9 hours ago, Fox`Tail said:

    As I understood, we should only put .effect and .mdf files from the avatar to the honmod, and modify .entity files inside the mod.xml (right now I'm only modifying the hero.entity, but if it's all correct, I'll add ability.entity files here too).

    You can copy any files (.effect, .mdl, .ogg, .tga, etc.), but the .entity files need to be edited.

    9 hours ago, Fox`Tail said:

    One more thing that catches my attention is this questionable find/replace:

    <find><![CDATA[/>]]></find>
            <replace><![CDATA[>
            <modifier key="ability4" modpriority="100"
                model="pog_skin/model.mdf"
            />
        </altavatar>]]></replace>


    So, in order to copy <modifier> element from <avatar> node to the root we need to do "replace the closing tag with itself + the node that we're trying to copy"? Is there a change that this will copy the modifier element into a wrong place?

    The search here goes from top to bottom of the file. The search starts from line 1, if the search condition is not satisfied, then the search continues in line 2, and so on until the search condition is satisfied. The next search starts from the place of the last search.
    In this case, the last search was <find><![CDATA[model="pog_skin/model.mdf"]]></find>. This is line 701 in the hero. entity file.
    Therefore, the next search <find><![CDATA[/>]]></find> started from the line 702 and was executed on the line 732. Since there was no closing tag between lines 701 and 732 that matched the search, no errors occurred.

    9 hours ago, Fox`Tail said:

     Also, why do we need to modify heroes_preview.xml file? What does it affect?

    This file is responsible for displaying the avatar model in the store (replaces the default model with the avatar model). You can not use this, since it is not very important and very few people need it. I think that many players didn't even know that I was doing this in my honmods.

  10. 49 minutes ago, Fox&#x60;Tail said:

    I see, this is what I was afraid of.
    This is a fake honmod which differs from s2z mod only by its extension.
    The survivability of such a honmod is exactly the same as that of the parent s2z mod.
    In true honmod changes in .entity file are made by editing the desired lines, rather than copying the entire file.
    This increases the survivability of such a honmod exponentially.
    I recommend downloading my honmod for the Hammerstorm (link in my previous posts) to analyze it.

  11. On 5/13/2021 at 6:47 AM, Fox&#x60;Tail said:

    For now, I found a weird issue with Aluna avatars, particularly with "Aluna Red Riding Hood". When using an ulti, during its period your inventory became closed (you cannot see your items, but still can use them using key bindings). @RedBear @ElementUser maybe you guys could help me this one. What could cause this problem? Thanks.

    Sorry, but I don't have the psychic ability to figure out what you did wrong. I need your mod file so I can try to help you.

     

    I recently had to work with a mod (resources_Hammerstorm.s2z) made by your program, and I would like to say a few words about it:

    1. Your program leaves too many junk files that exponentially increase the likelihood of errors and game crashes.

    bGcDwwz.png

    On the left is a mod made by me (https://www.dropbox.com/s/kdc8y7bqz01n473/locksmasher.honmod?dl=0).

    On the right is the mod made by your program with many junk files.

    2. Your program has incorrectly copied the avatar's data inside hero.entity (lines 97 and 98)

      modpriority="1"
      altavatar="true"

    These lines should not be inside the hero's data.

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