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Various mods by zahar0z

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Pavlinho

PS, by the way, there was a lot of debate about the NUMBER of polygons in the model, they said the game is old, it won't handle many... I tried a test: I took a cyclops from the game, added tessellation in 3ds Max, and the number of polygons became about 300,000. So, the export in the editor failed... Then I tried, I think, 20,000 (no less), and the editor was able to process the model and displayed it in the window...

I try to keep the models to 15k-20k polygons, and if there are any more, I try to optimize them.

I'm interested in how many bones the game can handle in a skeleton. Hannik says he had problems with skeletons with more than 250 bones. I haven't encountered this. I only imported one such large skeleton for the phoenix, and it had about 260 bones, and there didn't seem to be any problems. But now I'm working on a skeleton for a hero (and that includes a flag and a horse with a blanket), and it turns out to be more than 250, I wonder if there will be any issues.

Ideally, it would be necessary to do this: import some test model. Let's say there are 10 legionnaires in one model, standing a meter apart, and see at which legionnaire the game starts to have problems with the skeleton.



Added 1 minute ago
Pavlinho
is it important to scale the root bone, and not, say, the model itself in the 3D editor?

yes, it's important. if the model has a different scale than the bone, there will be a problem in the game, it will be flattened or stretched.

Added 36 seconds ago
just take a look at the titans as an example of how I did it.

Added 6 minutes ago

zahar0z

it will flatten it or stretch it

well, more precisely, it's like this. it can flatten it) or it might be okay) or a portal might open and Yakubovich will crawl out of it, modding Heroes 5 is mysterious and enigmatic, anything can happen there.

Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.

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