~ Forums of Enroth ~
Would you like to react to this message? Create an account in a few clicks or log in to continue.

~ Forums of Enroth ~

The Enroth diehard fan community
 
HomeHome  Latest imagesLatest images  SearchSearch  RegisterRegister  Log inLog in  
Latest topics
» [H3SW v0.8.2] Witch Hunt
Adding New Creatures Icon_minitimeby GodRage Yesterday at 22:56

» 5Kings1Ring
Adding New Creatures Icon_minitimeby GodRage Yesterday at 22:54

» Polskie powitanie
Adding New Creatures Icon_minitimeby rrravyn 2024-11-15, 09:53

» loading simplification
Adding New Creatures Icon_minitimeby badtoper 2024-11-15, 04:37

» Easier Troop Management Between Garrison and Hero in Town
Adding New Creatures Icon_minitimeby badtoper 2024-11-15, 04:05

» Improvements for Hero Management and Turn Confirmation
Adding New Creatures Icon_minitimeby badtoper 2024-11-15, 01:57

» [H3SW v0.8.2] Desert Isle
Adding New Creatures Icon_minitimeby Sir Albe 2024-10-31, 07:56

Poll
Global announcements should be:
Everlasting, 1 for each project.
Adding New Creatures Redbar110%Adding New Creatures Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
Adding New Creatures Redbar11100%Adding New Creatures Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
Adding New Creatures Redbar110%Adding New Creatures Redbar12
 0% [ 0 ]
Total Votes : 6
Most Viewed Topics
H3SW: General Graphics discussion
Ragoon's Graphics For HoMM3SW
Introduce yourself
H3SW General Discussion
H3SW Map List: Work in progress
H3SW: Dwelling Development
The Floody Land
Forum Admins Feed
Enrothian Fan Art
Heroes III: The Succession Wars v0.8.2 Beta

 

 Adding New Creatures

Go down 
AuthorMessage
Orzie
Master Modder
Master Modder
Orzie


Messages : 2166
Quality Points : 843
Registration Date : 2014-12-12
Age : 32
Location : Turkey

Adding New Creatures Empty
PostSubject: Adding New Creatures   Adding New Creatures Icon_minitime2015-07-20, 18:52

(This as a cross-post from the Project Ironfist wiki, see link)

( This post has an associated video tutorial: )


Project Ironfist distinguishes itself by the ability to add new content, and new creatures are the most important type. When we added our first creature, we needed to modify data tables in assembly, . Now, it can be done using little more than a text editor and a paint program. There's still a lot that goes into making a polished creature -- sound, animation, and game design -- but it is now possible to get a rough version up and moving in minutes.


Adding New Creatures: The Quickest Way Possible

It is possible to add a new creature to the game in under a minute. The catch is that it will look and sound exactly like an existing creature. We'll show you the example of adding a new creature called the "Farmer" which looks and sounds exactly like a peasant.

After installing the game (see Running the Game), a file called creatures.xml will appear in your Heroes II DATA folder. Open creatures.xml. At time of writing, the last entry has an ID of 72, so we'll use 73 for the ID of our Farmer. The last line should read "". Immediately before that line, enter the following:

Code:
  <creature id="73" name-singular="farmer" name-plural="farmers" icn="peasant.icn" frm="peas_frm.bin"
               cost="100" fight-value="50" fight-value-aux="20" growth="8" hp="10" faction="6"
               speed="4" attack="5" defense="5" shots="0" short-name="psnt">
        <range name="damage" min="4" max="5"/>
        <range name="random-spawn" min="20" max="40"/>
  </creature>

Save the file. You are done; creature number 73 is now a Farmer.

Adding entries to creatures.xml is the key step in adding new creatures. The rest of this tutorial is about how to make your new creature not look and sound the same as an existing one.



Adding New Creatures: The Full Way

It is recommended you already have the Project Ironfist repository set up, which you learn how to do in the Setting up the Repository tutorial.

To add a new creature, you will need to do the following:

1) Create its art
2) Set the frame info to control its animation
3) Select sounds
4) Package the resources
5) Select its stats and metainformation

Making the Art

A creature starts off as a set of BMP images, one for each frame. This is mostly outside the scope of this tutorial. You can find spriting tutorials elsewhere, but there is no substitute for the hard work and critical eye needed to make good art. More detail on how to put art in the game is given in the Adding Artwork tutorial.

One issue specific to creature art is that, for the walking animation, the creature should be moving forward within the frame. However, for flying animations, the creature should be stationary; the game will smoothly move them to their destination. (This has the unfortunate consequence that, when flyers walk [because they are slowed], they will jerk from one hex to the next.)

If you wish to see your creatures outside of combat, you'll need to create two or three other versions of your creatures. First is the creature portrait, and will be seen when you view a hero with that creature or enter a town. Create this as a single image within MONH<4-digit creature ID>.ICN -- for example, the Farmer example from above will need a portrait in MONH0073.ICN. Next is a 32x32 pixel image seen when you right-click on a hero, when heroes swap creatures, and when tallying losses at the end of combat. Add this as an image in MONS32.ICN. Finally, if you want to view the creature on the adventure map, you'll need to add images for it to MINIMON.ICN. Each creature has 9 frames in MINIMON.ICN, so a creature with ID 73 will have frames 657-665. The first seven frames are its animation on the adventure map; the last two are used when a hero enters battle with it.

Setting the Frame Info

Once you've packaged the creature art into an ICN file, you will need do instruct the game how to piece the frames together into animations, as well as set other information about how the creature is animated, such as its walking speed. Full details on how to do this are in the Controlling Creature Animation tutorial.

Adding Sounds

You'll need to give your creature a short name, a four-letter abbreviation. For example, we use "kbld" for kobolds. This should be four letters, even if your creature full name is shorter -- "roc_" is the short name for rocs.

Every creature needs four sounds, for attacking, moving, taking damage, and dying. For kobolds, these must be named "kbldattk.82M", "kbldmove.82M", "kbldwnce.82M", and "kbldkill.82M", and similarly for other creatures, depending on the short name. Shooters need an additional fifth sound for shooting. If kobolds could shoot, this would be called "kbldshot.82M".

See Adding New Sounds for instructions on how to add sounds to the game. You can always skip the sound design by copying and renaming sounds from a different creature.

Packing Resources

The artwork, creature form, and sounds together give everything the game needs to display your creature. The final step in getting the data into the game is to package them together with the other game resources. Add the graphics, frame information, and sounds from the previous section to a folder, along with all other game resources, and then use the H2AggPack utility. Full details on how to do this are in the Packaging Resources tutorial.

Setting Creature Data

Finally, you will need to add an entry for your creature in the creatures.xml file. creatures.xml is stored in the ironfist/data directory in the repository. This is an XML file; see link if you are unfamiliar with XML. Entries look like this:

Code:
 <creature id="42" name-singular="roc" name-plural="rocs" icn="roc.icn" frm="roc__frm.bin"
                  cost="400" fight-value="1739" fight-value-aux="43" growth="3" hp="40" faction="4"
                  speed="4" attack="7" defense="7" shots="0" short-name="roc_">
        <range name="damage" min="4" max="8"/>
        <creature-flag name="two-hex"/>
        <creature-flag name="flies"/>
        <range name="random-spawn" min="10" max="16"/>
 </creature>

Every creature needs a unique ID between 0 and 255; take the next available ID. The fight-value and fight-value-aux control the value of the creature to the AI. icn and frm are where you specify the names of the graphics and frame-info files you created earlier. random-spawn controls how many of that creature will appear whenever a stack of that creature randomly appears on the map (due to e.g.: "Month of the Roc" events). Most creature abilities are currently hardcoded, though a few can be specified here using the creature-flag tag -- they are "flies", "two-hex", "shoots", "two-hex-attack", and "undead".

For more information, see Setting Creature Stats.

Adding to Maps

Once you have added your creature to creatures.xml, you can create maps with it! Load up the Ironfist map editor (not the normal one!) and edit a town. Your new creature will be available for placing in a custom garrison.

Limitations

At time of writing, the new map editor will let you place your new creatures in a town, but the map editor will not let you place them directly on the map without a programmer manually changing the editor. You will also not be able to directly put them in a hero's army. Also, at time of writing, we are unable to add new shooters, as we have not yet made it possible to set the graphics for a creature's projectile.

________________________
Adding New Creatures L18zg1M
Back to top Go down
 
Adding New Creatures
Back to top 
Page 1 of 1
 Similar topics
-
» [Unknown Mod] Creatures Abilities and "Upgrade Path" of Creatures
» Adding a Faction?
» Bug when adding a new creature.
» Adding Artwork
» Adding and Editing Sounds

Permissions in this forum:You cannot reply to topics in this forum
~ Forums of Enroth ~ :: Modding Guild :: Heroes of Might and Magic II: Project Ironfist :: Modding and Mapmaking-
Jump to: