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thGryphn
Promising
Famous Hero
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posted April 13, 2016 10:33 AM |
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Edited by thGryphn at 12:19, 13 Apr 2016.
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OK, novice question, where do I find the ultimate level icon for Training aka Counterstrike (Combat)? I swear I looked but I couldn't find it in the pak files
Alright, here is the current iteration. The reason for change is the poor placement of Faction-Class name in the previous model. Well, basically, I went back to my first model, now with different faction/class icon design.
Note the updated class icons. The icon for Shaman is my idea, put here for you opinion, especially magno's. Remember, Shaman can start with any of the Shatter skills and using either one is kind of misinformation. So, I'm using here the icon named "Defile Magic"
Hope you like it
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Belisarius
Promising
Known Hero
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posted April 13, 2016 12:49 PM |
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Looks great.
Couple of questions:
How do you plan to mark the selected class?
Is it with coloring the class area with race color something like this: (on these pictures color is not represented as it should be)
Doesn't Expert Runelore in MMH5.5 look like this:
Edit: Seems like this skill pictures are inconsistent:
Edit 2: Not being able to find ultimate (training) Combat. Just expert.
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Skeggy
Promising
Famous Hero
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posted April 13, 2016 01:39 PM |
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thGryphn said:
Note the updated class icons. The icon for Shaman is my idea, put here for you opinion, especially magno's. Remember, Shaman can start with any of the Shatter skills and using either one is kind of misinformation. So, I'm using here the icon named "Defile Magic"
I hope that escape key has same function as the return icon, since the return icon is "on the other side".
Does different colors on the wheel itself have some meaning ?
To use Defile Magic icon for representation of Shatters is not only a nice catch, but also a ultimate intention of Shutters.
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thGryphn
Promising
Famous Hero
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posted April 13, 2016 04:48 PM |
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Belisarius said: Looks great.
Couple of questions:
How do you plan to mark the selected class?
Is it with coloring the class area with race color something like this:
I looked into doing that but couldn't figure how. Half-transparent textures don't work well when called separately... I will use a standard highlight for selected but I have a little trick in mind for hover: a zoom effect
Thanks for looking into ultimate training icon. It's evading me somehow, I don't get it
Skeggy said:
I hope that escape key has same function as the return icon, since the return icon is "on the other side".
Does different colors on the wheel itself have some meaning ?
To use Defile Magic icon for representation of Shatters is not only a nice catch, but also a ultimate intention of Shutters.
Well, with that thinking the whole wheel is "on the other side" I really don't see how you think the exit button is out of reach, but of course, escape exits the skill wheel page.
The colors on the wheel are to indicate the skill acquisition base probabilities. 12%, 10%, 8% and 4%. The info page will talk about this, and more...
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waitingforhe...
Tavern Dweller
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posted April 13, 2016 05:28 PM |
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Most of it is nice.
Vertical text is uncomfortable to read. There doesn't seem to be that good of a place for it though. Without using this - is the text necessary at all? Maybe just a small text or symbol or some other way of communication is ok.
Minor: with the smaller circles inferno symbol appears less aligned because of the small space and necro/sylvan, possibly fortress, a bit crowded as well.
Philosophy: like sayke said, there are already those rotating symbols ingame, so I guess the game actually does have some potential material.
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Antalyan
Promising
Supreme Hero
H7 Forever
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posted April 13, 2016 05:40 PM |
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Forwe
Tavern Dweller
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posted April 13, 2016 11:03 PM |
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Well, hello everyone, as it's my first post here ^^ But I've two questions about this mod.
First, is it possible to make Giovanni use his Vampire model from campaign? If the answer is yes, how could I do that?
Second, how do I use the RMG? I'm trying to use the MMH5.5 Editor.exe, but it displays "Can't start the file, because um.dll file is not to be found on the computer"(it's roughly translater from Polish, but I hope I got the point across). Yes, it's original game, I've bought it on Uplay. Do I have to download some more files, my install broke, or something else?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted April 14, 2016 08:10 AM |
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thGryphn
Promising
Famous Hero
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posted April 14, 2016 09:47 AM |
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waitingforheroes5 said: Most of it is nice.
Vertical text is uncomfortable to read. There doesn't seem to be that good of a place for it though. Without using this - is the text necessary at all? Maybe just a small text or symbol or some other way of communication is ok.
Minor: with the smaller circles inferno symbol appears less aligned because of the small space and necro/sylvan, possibly fortress, a bit crowded as well.
Philosophy: like sayke said, there are already those rotating symbols ingame, so I guess the game actually does have some potential material.
I hear ya about the Inferno icon, but my purpose was to use as large icons as possible inside the round frame. It's not misaligned btw. It's just the shape of the icon that is not symmetric, which is not a requirement in general. For example, there are so many perk/skill icons that look off only because the icon is designed in a particular way.
I will use these icons for factions, and that's final.
I hear ya about the text-on-arc (not vertical) too, but there had to be some trade-off there. The faction/class name is a must. The skill wheel needs to be informative. Instead of putting all class names kinda like in-yo-face, I decided to use icons and show the names on-click, but it has to be there somehow. Otherwise the user will get lost.
The trade-off is about the space utilization. I gave utmost priority to the wheel itself. I made it as large as possible so I can use per/skill icons that are as large as possible without looking overcrowded, and have a description area that is large as possible so I can display (sometimes very) long descriptions with a comfortably legible font size at most resolutions. That meant, there was almost no horizontal space for faction/name text. In my previous model, I attempted to display that horizontally, but at the end it didn't look as good (it clearly looked like an afterthought, which it was). My original model is what you see in the last pic. I can be very critical on my work (you don't know the number of alternatives I try and eliminate before I post here ), but I believe this one looks coherent, and actually good. The only change I made after this pic is to align the whole text in middle, not at ~, and change the font color to a very dark red.
Belisarius said: Looks great.
Couple of questions:
How do you plan to mark the selected class?
Is it with coloring the class area with race color something like this:
I just pulled this off
And the zoom-on-hover works very nicely too.
This is for only the class icons though, not skill/perk icons on the wheel (doing so would take me many hours of extra work, the highlighting works very well on the wheel currently, and it's even better to have them work differently to create a distinction).
The only thing that's bothering me right now is the size of the background image required for the subtle class icon in the description area. If that slows the wheel down combined with the Level-Up Box, I'll discard it... I'll know only at the end.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted April 14, 2016 12:54 PM |
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Man can't wait this is going to look totally awesome!
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Gidoza
Famous Hero
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posted April 14, 2016 03:09 PM |
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thGryphn said: A current screenshot of the in-game skill wheel, no perk icons though, so just an overview:
Now, there is no texture loaded other than the background and perk icons. The skill/perk descriptions, hero faction, hero class, primary stats and probabilities are all text.
This way it's very light and ready for translation into other languages
Hope you like it!
I like this one.
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Forwe
Tavern Dweller
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posted April 14, 2016 03:36 PM |
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Edited by Forwe at 18:14, 14 Apr 2016.
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dredknight said: Welcome to the community @Forwe,
um.dll error means that you have not installed the game correctly.
Most probably you have Tote installed but you did not apply the 3.1 patch. This is why you have the error.
Please install the game and mod again following this guide:
[url=https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/760314834079382]https://www.facebook.com/notes/might-magic-heroes-55/installation-and-upgrade-guide/760314834079382[/url]
Ok, thank you very much I'll try that when I'll have some time.
EDIT
Alright, everything works after a re-install, so thanks for that tip.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 14, 2016 09:00 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 14, 2016 09:12 PM |
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thGryphn
Promising
Famous Hero
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posted April 15, 2016 09:23 AM |
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magnomagus said: I like the new shaman icon but could you please only use expert icons the ultimate are not used ingame
Yeah, I had already made that change here
magnomagus said: Also couldn't the faction class text just in top left corner aboven the index buttons?
I don't think that's a good idea. I think that title should look and feel like it belongs with the skill wheel being displayed on-click. On top-left, that's not going to happen. I also would like to keep the whole left only for the faction buttons, like a menu area, and the content being on the right side.
Was your concern about the aesthetics, or the fact that the title now is a texture rather than text display? My only grief is the latter but there is no vertical space for the title with this background. That is why I had attempted to use the previous one but that also did not look very comfortable, idk.
So, basically, either this background with the text(ure)-on-arc, or the previous background with text-on-wheel. I normally would like to use text files but idk, trade-offs, trade-offs...
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Forwe
Tavern Dweller
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posted April 16, 2016 12:24 PM |
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Sorry for another question, but is it possible to modify some of the heroes on my own? Like, for example, make Brand an Engineer or Laszlo a Heretic?(I know how to do it in vanilla, unpack the .pak file and search for them there, but I've no idea how to do it with this mod)
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 17, 2016 07:50 AM |
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@ThGrypn: My concern is with the class names not shown horizontally, maybe the class names can be shown in a tooltip if the mouse hovers over the class selection buttons?
EDIT: I should add i see the benefits of a larger wheel, therefore i'm brainstorming to make it better.
@Forwe: Same as with vanilla but now unpack the mod files.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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LarkinVB
Known Hero
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posted April 17, 2016 01:19 PM |
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Can you please tell me where the governor code is located ? I want to edit the amount of xps/week and the movement penalty.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted April 17, 2016 01:43 PM |
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thGryphn
Promising
Famous Hero
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posted April 17, 2016 03:19 PM |
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magnomagus said: @ThGrypn: My concern is with the class names not shown horizontally, maybe the class names can be shown in a tooltip if the mouse hovers over the class selection buttons?
EDIT: I should add i see the benefits of a larger wheel, therefore i'm brainstorming to make it better.
Having tooltips would help before click but a static display of the faction-class names is a must after click.
I really think it's fine to have the faction-class names displayed along the arc. I mean, it's perfectly legible, it's clearly the title of the current wheel (being along the arc), and it looks good.
The only other viable alternative is with the faction-class name above the wheel...
I prefer the one with the text-on-arc.
I really need to freeze this before I can move forward with the more laborious parts that require the button placement set in stone... I'll make the final decision today, so last chance to chime in
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