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In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
You're welcome (I think you figured everything out yourself) 😉👍
Yes, but it's much more reassuring knowing that if something comes up, someone will help you. :)

Added 18 minutes later
Regarding the visual aspect of our game: which program is the most convenient for editing unit textures?
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5 years ago
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Unit textures? Generally, I would recommend Adobe Photoshop, but Paint.NET will also work for those who prefer it.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
Unit textures? Generally, I would recommend Adobe Photoshop, but Paint.NET will also work for those who prefer it.
Yes, units. I'll try Paint.NET (I've practically always had to use it for coloring).
In reply to Staroverochka
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5 years ago
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It's most convenient to use Substance Painter. Since the program is specifically designed for editing and creating textures. But it's not as intuitive as Paint.NET or Photoshop, so you'll have to spend some time learning it.
zahar0z
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"
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In reply to zahar0z
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5 years ago
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zahar0z
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.
Wow. It seems the functionality of these programs is incredible. I'll keep that in mind, thanks.

Added 5 minutes later
Does anyone know the ID for all creature skills? I found one collection, but it doesn't have everything. In particular, I'm interested in "Agility."

Added 8 minutes later
"ABILITY_AGILITY," as far as I understand. But when you click Add/ABILITY_AGILITY in the map editor and then close the editor, the game crashes when you load the game where the agility skill is saved.
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5 years ago
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A few hours ago, I wrote about this in another thread. If you are installing, removing, or changing mods, you need to start the game from scratch on any map afterward. Saves will not work. Exceptions might be mods that only change the interface, but even that is not guaranteed.
 

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In reply to Ment
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5 years ago
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Ment
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.
In my case, it was: creating a new map/loading an old save, after which there were no more crashes and everything worked.

Added after 33 minutes
Which files contain the parameters for the accuracy of crossbowmen's shots and the regeneration of the cave hydra?

Added after 6 hours 46 minutes
Can anyone help me find the parameter for the accuracy of crossbowmen's shots? I can't find it myself.
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5 years ago
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These are already game mechanics; if I'm not mistaken, they can't be changed so easily.
С уважением, }{0TT@6bI4
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5 years ago
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}{0TT@6bI4
These are already game mechanics; if I'm not mistaken, they can't be changed so easily.
Do you know how to change them? Maybe you could tell me how? I'll change them myself.
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5 years ago
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Okay. }{0TT@6bI4 most likely means that it cannot be changed without modifying the executable file.
This is true for some things, and you should keep this in mind. Specifically, the range of archers' accurate shots 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.
 

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In reply to Ment
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5 years ago
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Ment
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.
Alright, thank you. I'll keep that in mind.
I’ll try. Regarding balance mods: I don't use them – I am trying to make my own micro-changes to equalize creatures within individual races.

Added 20 minutes ago
Ment
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.
Everything has been found, everything works – thank you very much.
In reply to Staroverochka
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5 years ago
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Staroverochka

Does anyone know the IDs for all creature skills? I found one collection, but it doesn't contain everything.
NOIADE - here to help! ;)
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Ment
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5 years ago
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Ment
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.
Yes, you are right. I missed that; I'll keep it in mind!
С уважением, }{0TT@6bI4
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In reply to zahar0z
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5 years ago
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zahar0z
It's most convenient in Substance Painter because the program is specifically designed for editing and creating textures.
I tried importing a model into it once. I found the editor, extracted it using Archangel, and imported it into Substance. But when I tried to do something with it, it wouldn't draw =)

I strongly suspect the problem is with the UVs. All 4 materials are outside the square. I tried to fix it, but nothing helps =)
I'm seeing the same thing in Blender.
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In reply to Waterfall_13
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5 years ago
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This is very easy to fix. I described a similar problem in the model import guide.
zahar0z
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.

Here, you need to move all the UV map elements upwards. With a slight caveat. Sometimes, Substance doesn't handle "mirrored" model elements very well. That is, if two "mirrored" halves of a model (see the Orc body example in the quote above) use the same texture space (on the UV map, one half overlaps the other), then there may be (not 100% guaranteed, but possible) glitches and artifacts in Substance Painter. To solve this problem, you need to move one of the "mirrored" halves of the model to an equal distance outside the UV map. That is, as it was with the Orc in the example initially.

The solution described here is for Max; Blender definitely has similar functionality, and I don't think it will be more difficult to do there. It is very possible that Substance Painter itself can edit the UV map, but I'm not sure. You need to Google it.
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Страничка моего последнего мода на ModDB

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где можно посмотреть и повертеть внутри браузера мои 3d модели.

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