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Let's make our own models (and maybe even animations)

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#7
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zahar0z
Regarding the "technical imperfections of the heroes" and the fact that I may have compared something incorrectly, I would like to say two things.
Firstly, enough whining. Seriously. Heroes is not, in this sense, an especially flawed game. The normal map lighting isn't the only thing that matters. Custom models could be created even before the ability to import animations appeared. (in fact, the gargoyle's face in my mod was made from scratch by me), and I made the Naga creatures from pieces of models from the 6th game even before there was the ability to import models linked to a skeleton, and they still look pretty good. My point is, there have always been plenty of opportunities.
I'll explain it simply and clearly: in Heroes 5, the game was initially designed in such a way that, besides replacing the textures of existing creatures and creating new maps with primitive Lua scripts (although I've seen how they partially changed the graphics with them, but these are terrible workarounds), you couldn't do ANYTHING else at all. For example, instead of using the Fx particle format, which was a standard in many games, they decided to use their own format, which no one needed, and how are we supposed to add new effects thanks to them? As for the models, they used Granny SDK (a very expensive software that ordinary people can't afford), which cannot be updated, and they got rid of Alias Maya 6.0 with its export plugin version 2.5.0.5. As an example, they used the same software that the developers themselves used, but instead of simply giving it to the Community, they decided to create a pseudo-editor with limited functionality. Someone, like psatkha, said that it was incredibly difficult for ordinary users to understand, seriously? Those who need it will figure it out themselves and won't ask for help; that's how I looked for an alternative to CrazyPill's outdated method, which I didn't like, as well as the way Archangel exports models to the game format.

And I'll repeat once again: Heroes 5 was initially designed in such a way that, besides replacing the textures of existing creatures and creating new maps with primitive Lua scripts (although I've seen how they partially changed the graphics with them, but these are terrible workarounds), you couldn't do ANYTHING else at all, and Heroes 6 was designed with the same principle, and they completely broke the "Modding" stick there, and besides what I described above, you can't do anything there, and why Heroes 5 didn't fail like Heroes 6 remains a very strange mystery to me.
But on the other hand, don't forget that the modding community for Heroes is still, in part, you and me. Do you consider yourself "weak"?
Firstly, now it's just you, and yes, I won't be shy, I consider myself weak.