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You're welcome (I think you figured everything out yourself) 😉👍
Added 18 minutes later
Regarding the visual aspect of our game: which program is the most convenient for editing unit textures?
New here? I'm Roha — want a quick tour?
You're welcome (I think you figured everything out yourself) 😉👍
Unit textures? Generally, I would recommend Adobe Photoshop, but Paint.NET will also work for those who prefer it.
Remember, I mentioned the *Substance Painter* program?
I'm currently creating a new texture for the Ancient Golems in it, and I want to show you in a few screenshots why it's worth using this program, even if you're just "recoloring" an existing model.
Here, for example, are different basic "smart" materials. This result is achieved in less than 30 seconds.
Of course, this is a draft that needs to be refined later.
Want to paint directly on the model in 3D? Painter can easily do that.
Want to add a bullet impact mark or lightning from clothing? Or any other detail made using your own alpha. It takes just a minute.
What about simulating broken glass, raindrops, or other "physical" effects? Go ahead.
Painter is not more difficult to learn than Photoshop; it works on the principle of layers.
It's a very common program in the industry now.
I'm telling you, the models from Heroes 7/6 were painted using it.
The main feature of Painter is that, based on the geometry of the high-poly and/or low-poly model, it generates maps,
and then creates "smart" masks based on them.
In this way, for example, it can automatically create wear and tear in areas of bending and other cool effects.
In short, I highly recommend it to everyone who is interested in reskinning or even more so in creating their own models.
This program or its analogue is a must-have.
Added 8 minutes later
There are not just many, but a ton of various video tutorials on Painter (in English or, if it's too difficult, in Russian) online.
Here, for example, is a good, simple, and easy-to-understand tutorial that's perfect for beginners:
a tutorial on painting a chest from "Krivoruky Modeler"
It's most convenient in Substance Painter because the program is specifically designed for editing and creating textures. However, it's not as intuitive as Paint.NET or Photoshop, so you'll need to spend some time learning it.
A few hours ago, I wrote about this in another thread. If you create, install, or remove mods, you need to start the game from scratch on any map. Saves don't work. Exceptions are some mods for the interface, and even that's not guaranteed.
These are already game mechanics; if I'm not mistaken, they can't be changed so easily.
Okay. }{0TT@6bI4 most likely means that it cannot be changed without modifying the exe file.
This is true for some things and should be kept in mind. Specifically, the range of accurate shots by crossbowmen is modified by this mod: WGE
It seems that the regeneration rate can also be changed (and I thought it was common for hydras and wyverns, and generally for this ability).
My guess is to look in data.pak/GameMechanics/RPGStats/DefaultStats.xdb
The parameters PreciseShotRange and HydraRegenerationMax seem correct.
And yes, you should understand that almost any balance mods change DefaultStats, which will make your mod incompatible with them if you also modify this file.
Okay. }{0TT@6bI4 most likely means that it cannot be changed without modifying the exe file.
This is true for some things and should be kept in mind. Specifically, the range of accurate shots by crossbowmen is modified by this mod: WGE
It seems that the regeneration rate can also be changed (and I thought it was common for hydras and wyverns, and generally for this ability).
My guess is to look in data.pak/GameMechanics/RPGStats/DefaultStats.xdb
The parameters PreciseShotRange and HydraRegenerationMax seem correct.
And yes, you should understand that almost any balance mods change DefaultStats, which will make your mod incompatible with them if you also modify this file.
Does anyone know the IDs for all creature skills? I found one collection, but it doesn't contain everything.

Okay. }{0TT@6bI4 most likely means that it cannot be changed without modifying the exe file.
This is true for some things, and this should be kept in mind. Specifically, the range of accurate shots by crossbowmen is changed by this mod: WGE
It seems that the regeneration rate can also be changed (and I thought it was common for hydras and wyverns, and generally for this ability).
My guess is to look in data.pak/GameMechanics/RPGStats/DefaultStats.xdb
The parameters PreciseShotRange and HydraRegenerationMax seem correct.
And yes, you should understand that almost any balance mods change DefaultStats, which will make your mod incompatible with them if you also modify this file.
It's most convenient in Substance Painter because the program is specifically designed for editing and creating textures.

With the model selected, open the modifiers list and add the "Unwrap UVW" modifier.
To quickly find this modifier in the list, you can press the "u" button after the list opens.
Now, in the modifier parameters, click the "Open UV Editor..." button.
A "Edit UVWs" window will appear; you can edit the UV map of your model in it.What is this "UV map" anyway?
A UV map is a specific "map" that allows your model – a 3D object –
to understand how to project your texture – a 2D plane – onto itself.
In the "Edit UVWs" window, select the elements of the UV map that are "sticking out" beyond the main square.
Then, move them to where they should be located.
In this case, using the Orc as an example, you need to move them by "-1" along the "u" axis.
This can be done manually, or simply by entering the value in the field below.
If you have done everything correctly, the UV map elements should now be inside the main field.