Heroes of Hammerwatch

Heroes of Hammerwatch

Heroes of Hammerwatch Workshop
Here you can find mods and translations for Heroes of Hammerwatch created by the community.
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Auburok 1 Oct, 2018 @ 4:48am
Question about custom class portraits
I've been experimenting with modding in a class. Currently I'm having trouble with an aspect of the class portraits. I'll go in order.

  • I've done the base groundwork for a custom class.
  • I've added portraits to the icons_faces.tif file under the Warlock's.
  • I've mapped the portraits in char.sval
  • I've selected the class via the mod NPC

After that, using the tailor NPC, the default portrait is a pink placeholder. I can select the portraits I've added using the interface and save. This portrait doesn't appear in the HUD, though, and when I talk to the tailor the pink placeholder is default once again. The guild menu shows the correct portrait.

I haven't been able to successfully add materials to the class yet (I'm very inexperienced), so those don't show up in the tailor's interface properly. I don't know if that could be a reason why it's not working properly for me, but since the odds are likely I'm missing something I figured I'd ask here before trying something else.

Thanks!

Bonus questions for the developers if any of you happen to see this:
  1. Are there plans to release more documentation for modding? I'd like to be able to fully implement a class to the degree classes appear in the game.
  2. When adding something like materials to a class, is it possible to do it without including all the other classes' material data in the mod?

Bonus thanks!

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Showing 1-3 of 3 comments
Melissa  [developer] 2 4 Oct, 2018 @ 5:05am 
First of all, I'm adding a "face-file" parameter so that you can use a custom .tif file instead of having to overwrite the existing one. You use it like this:
<string name="face-file">gui/custom_icons_faces.tif</string> <int name="face-y">0</int> <int name="face-count">5</int>
Second, in the next update you will be able to assign a material mapping using sval loaders[wiki.heroesofhammerwatch.com], with an sval file like this:
<loader>Materials::LoadDyes</loader> <dict> <dict name="mapping"> <array name="paladin"> <array><string>skin</string><string>.materials.skin</string></array> <array><string>hair</string><string>.materials.hair</string></array> <array><string>metal</string><string>.materials.paladin.category.1</string></array> <array><string>metal</string><string>.materials.paladin.category.2</string></array> <array><string>metal</string><string>.materials.paladin.category.3</string></array> <array><string>metal</string><string>.materials.paladin.category.4</string></array> </array> </dict> </dict>
Additionally, this also lets you add custom colors if you wanted to.

To answer your questions:

1. Yes! We're constantly updating the wiki[wiki.heroesofhammerwatch.com] with more modding documentation. It's a lot of work though, so any help with writing pages/articles is greatly appreciated. There's also the script engine documentation[docs.heroesofhammerwatch.com] which you can reference.

2. Yes, in the next update as described above, this will be possible using the sval loader.

By the way, if you're not already, you should join the official Discord[discord.gg]! I'm always answering modding questions there. :D:
Melissa  [developer] 2 4 Oct, 2018 @ 5:41am 
Also, if you don't have Photoshop and can't make the special tiff files work, you could always just use a png instead. The only downside is that the dye colors don't work on the potrait then.
Auburok 4 Oct, 2018 @ 3:03pm 
Thanks a ton for the information! I'll join the discord now. I'm excited for the next update!
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