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In reply to Феникс 2100-й
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6 years ago
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I'm all for it. Here's my request: 1. Take the file containing only the resources, specifically created for modders: https://yadi.sk/d/ecUi7gUXa6KA-Q (This file contains only models and other configured game files; it does not include files responsible for the creature's stats in the game, so there will be no conflicts). 2. Without modifying or renaming anything, add the archive to your mod. 3. Add these creatures to your mod as you like. You simply need to specify the paths in the game mechanics file for the creature stats and in the map object file for the creature on the map. If you like the camera angle I used for these creatures in my mod, the camera file is in each creature's folder; copy its contents into your camera file. If you want to give the creatures a different icon, description, etc., do so "on top" of my archive. That is, simply copy the files you want to change from my archive into your archive, preserving the folder structure, and then modify them. The game will read your newer files. 4. Indicate where the models came from and credit the authors of the original mod in the thread for your mod and in the mod's documentation, if there is one (it's really great to create documentation for mods, guys, let's get used to it so that it's clear what you've done and who did it). The authors are: first, the development teams of Heroes 6, 7, and Dark Messiah for the original resources; second, me for porting them to Heroes 5; and third, FrozenSoul for the effects. Please, even if you only take one or a few creatures, still include the complete, unmodified archive. It doesn't weigh much anyway. And even if you only take the Black Guard from Dark Messiah, keep in mind that part of the model is from Heroes 7, so you need to credit the teams of both original games. I truly believe that this is a very important thing, and I'm convinced that if we all do this, it will help the community grow in quality.
In reply to Феникс 2100-й
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6 years ago
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Does anyone know what the index.bin file is for? I remember that my editor stopped working, I deleted this index, and everything started working again. It keeps reappearing, while the NCF file remains as it is. What is it exactly?
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6 years ago
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Whether it's a table or a tree of objects that need to be displayed in the map editor interface.
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6 years ago
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Specifically, the ncf index.bin file is responsible for displaying creatures in the corresponding tab of the editor. In general, it appears when game resources are created in a specific way within the editor and is responsible for their display after restarting the editor.
In reply to Gerter
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6 years ago
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What does "Time To Command" in a creature's properties affect? Some have 10, others have 15.
In reply to Феникс 2100-й
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6 years ago
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Phoenix 2100
How does "Time To Command" in a creature's properties affect gameplay? Some have a value of 10, others have 15.

This is used for the AI...
In reply to psatkha
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6 years ago
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And what is the difference?
In reply to Феникс 2100-й
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6 years ago
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There is an option to play with a limited amount of time for managing each creature. As I understand it, this parameter determines the time for a specific creature.
In reply to zahar0z
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6 years ago
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Now it’s clear. I just don’t remember when the last dynamic battle was launched.
In reply to zahar0z
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6 years ago
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It's been almost a month of work (it will be the 6th or 7th, I don't remember), and I'd like to share the results with those who are interested:
All creatures have been added to the game, and files with their characteristics have been created, and they basically work.
All planned dwellings have been created.
The undead raising table has been made, and new creatures have been added to the possible garrison banks.
The editor has links to each creature.
All that remains to be done is to import the models (and create several dozen manually), as all the creatures currently look like peasants with a Cyrus image.
I'll say right away that the mod is planned to use many models from Heroes 6 and 7, but I will port them myself, despite the possibility of borrowing from other modders. Therefore, there will be coincidences with other mods (for example, creatures from the Alliance of Light or krakens), but there will be no borrowing.

As it turns out, my version of 3d Max (2007) does not have all the necessary functions, so I will have to reinstall it. Which version was used in the model import tutorial?
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In reply to Феникс 2100-й
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6 years ago
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Phoenix 2100
Almost a month of work has passed (it will be the 6th or 7th, I don't remember), and I would like to share the results with those who are interested:
All creatures have been added to the game, and files with their characteristics have been created, and they basically work.
All planned dwellings have been created.
The undead raising table has been made, and new creatures have been added to the possible garrison banks.
The editor has links to each creature.
All that remains to be done is to import the models (and create several dozen manually), as all the creatures currently look like peasants with Cyrus's picture.
I'll say right away that the mod is planned to use many models from Heroes 6 and 7, but I will port them myself, despite the possibility of borrowing from other modders. Therefore, there will be coincidences with other mods (for example, creatures from the Alliance of Light or krakens), but there will be no borrowing.

As it turns out, my version of 3d Max (2007) does not have all the necessary functions, so I will have to reinstall it. Which version was used in the model import tutorial?

Very good! I would like to ask, from where will the creature models be ported? Heroes 7, 6, Dark Messiah? If you need creature models with ready-made animations (heroes need movement, "grimacing," victory animation, attack (can be 2), casting, shooting, death), there is an option with Disciples 3 and King's Bounty: The Dark Side. Have you tried extracting models from there?
In reply to Mokara
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6 years ago
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I was just about to port all 823 creatures from Heroes 6-7, King's Bounty, Disciples, and Mortal Kombat 9-10. However, considering the "convenient" method of porting, it will take approximately 6-7 years just to transfer the creatures. About 20-30 of them will need to be done manually, which will take even more time (of course, creating models from scratch isn't as difficult as porting). Overall, the mod is almost ready; only the models are left. If I could find a faster and less troublesome way to transfer the models (plus, Maya 2009 isn't activated on my computer).

It's uncertain whether I will continue working on it. Right now, I want to rest and think about how to handle the import process. I might even release a version with peasants for testing.
In reply to Феникс 2100-й
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6 years ago
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Phoenix 2100
(of course, creating models from scratch isn't as difficult as porting them). Overall, the mod is almost ready; only the models are left. If I could find a faster and less troublesome way to transfer models (plus, Maya 2009 won't activate for me).

((((( why does this keep happening?
Why do people who can't figure out how to activate a program keep thinking that creating models from scratch is a piece of cake?
And then they say things like, "everything is ready; only the models are left." I really wish people would stop being so arrogant.

Regarding the faster method you want to find, is it like a "make it awesome" button? Do you have any ideas why such a button doesn't exist, or should I suggest some?
In my opinion, the current method isn't particularly troublesome and is quite accessible. I used to cut Nags and Sharks into pieces and then painstakingly adjust each piece to the skeleton in the map editor; that was troublesome and took days. What we have now is quite decent and takes hours. I'm not trying to brag and say I'm a great modder; just believe me, I know what I'm talking about.

And I don't want to offend anyone. I know we're all sensitive here.

It's just that this is a sore spot for me. People periodically write to me with persistent requests for help, like, "make a tutorial on how to port models from 6." At the same time, these same people can't even Google and properly install the necessary programs or at least carefully read the existing guide.

How does this make sense to them? I can't handle Google and read the existing text, but if there's another text, it will solve all my problems. How?

P.S. And by the way, Phoenix, just a piece of advice. If you decide to continue with this mod, I advise you not to redo someone else's work without a good reason. I mean, for example, I ported a number of models from 7, spent my time on it; what's the point of you doing this work again and wasting time again if the result will be the same? Wouldn't it be more rational to spend time on something new instead?

Added 14 minutes ago
Phoenix 2100
On which version was the tutorial on importing models demonstrated?
Oh, if only this information were written somewhere.
It can't be that it's written in the text of the guide, right? No way. It was probably deliberately hidden.

Once again, Phoenix, I'm not trying to demotivate, attack, or overwhelm you with "experience."
I just want to say that working with 800 models, using any import method, would really take one person 7-6 years (most likely more). This is a fact. From this, I conclude that you won't be able to handle this project, or at least, you won't be able to handle it alone. Once again, I'm not trying to demotivate or offend you; I'm just making an assumption based on facts.

In short, maybe it's worth taking on something less масштабное, in order to figure out how it all actually works? And gradually, in convenient steps, gain experience and useful skills?

In any case, once again, good luck with your endeavors.))

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