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In reply to fktifzobr@mail.ru
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5 years ago
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fktifzobr@mail.ru
no one knows how to fix this(( Manulli solved this problem by changing the texture settings, but this can cause bugs with the model's transparency, meaning you can see the owl's legs through the model itself.

I understand, thank you.

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5 years ago
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You can find the paths to hero models from scenarios as follows: 1) place the desired hero 2) go to Shared => ... => HeroCharacterAdventure/Arena => Model
Check the path to the model there; accordingly, check the paths to materials within the model, and then the paths to textures smile
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
You can find the paths to the hero models from the scenarios here: 1) select the desired hero 2) go to Shared => ... => HeroCharacterAdventure/Arena => Model
There you can see the path to the model; in the model, you can find the paths to the materials, and from there – to the textures. smile
Thank you, I found it!

Added after 6 hours 6 minutes
And I have one more question: how to properly render .dds files so that the textures don't look "grainy"? It's as if the sharpness is turned up to 100 and anti-aliasing is turned off. Is there some special compression that needs to be applied?
In reply to Andrias_Bartlett
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5 years ago
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Andrias_Bartlett
Thank you, I found it!

Added 6 hours 6 minutes ago
And I'll add one more question: how to properly render .dds files so that the textures don't look "grainy"? It's as if the sharpness is turned up to 100 and anti-aliasing is turned off. Is there some special compression that needs to be applied?
Generate mipmaps; I don't know how it's done in Photoshop, but in Paint.NET, it's offered when you save the texture.
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5 years ago
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Oh, awesome, thanks!

Added 1 hour 53 minutes ago

Uploaded a mod, come visit, and I thanked you there as well.

In reply to Andrias_Bartlett
5 years ago
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Hello, gentlemen! Could you please tell me if it's possible to create a simple mod like this: After each won battle, the killed creatures in the hero's army are resurrected (i.e., the army doesn't lose units during the battle). Or is this too complex for a mod? P.S. I know it's not canonical, but we want to test it out and have some fun.
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5 years ago
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Hello! Create a script for the map (Map Properties => Script => Edit Script) and paste the following block into it:
function ReturnArmy(combat)
local n_stacks, id, count, died
n_stacks = GetSavedCombatArmyCreaturesCount(combat, 0)
for i = 0,(n_stacks-1) do
id, count, died = GetSavedCombatArmyCreatureInfo(combat, 0, i)
if GetHeroCreatures(GetSavedCombatArmyHero(combat, 0), id) ~= count then
AddHeroCreatures(GetSavedCombatArmyHero(combat, 0), id, GetHeroCreatures(GetSavedCombatArmyHero(combat, 0), id) + died)
end
end
n_stacks = GetSavedCombatArmyCreaturesCount(id, 1)
for i = 0,(n_stacks-1) do
id, count, died = GetSavedCombatArmyCreatureInfo(combat, 1, i)
if GetHeroCreatures(GetSavedCombatArmyHero(combat, 1), id) ~= count then
AddHeroCreatures(GetSavedCombatArmyHero(combat, 1), id, GetHeroCreatures(GetSavedCombatArmyHero(combat, 0), id) + died)
end
end
end

Trigger(COMBAT_RESULTS_TRIGGER, 'ReturnArmy')
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
5 years ago
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Thank you very much! P.S. It didn't work on neutral monsters, but to make it work, you can do the following: function ReturnArmy(combat) local n_stacks, id, count, died n_stacks = GetSavedCombatArmyCreaturesCount(combat, 1) for i = 0, (n_stacks - 1) do id, count, died = GetSavedCombatArmyCreatureInfo(combat, 1, i) if died > 0 then AddHeroCreatures(GetSavedCombatArmyHero(combat, 1), id, died) end end end Trigger(COMBAT_RESULTS_TRIGGER, 'ReturnArmy')
In reply to nightsalmon
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5 years ago
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Question: Does anyone know if it's possible to modify hero specializations that grant buffs to creatures? For example, could I make it so that Dugald gives a buff not only to archers and their upgraded versions but also to another creature specified by its ID? Is this information stored in the game files, or is it "hardcoded"? How were hero specializations that buff creatures implemented in the NHF mod, through scripts? I would be grateful for any information.
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Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
5 years ago
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I have a question. Where can I change the numbers for hero specializations? For example, from 1% to 0.5%, or change it so that the bonus is applied every 3 levels instead of every 2, etc. I've searched through all the files, but I couldn't find it.

I understand that my question is similar to the one above, but mine is simpler.
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5 years ago
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In GameMechanics/RPGStats/DefaultStats.xdb, or the "RPGStats" table in the advanced editor.
С уважением, }{0TT@6bI4
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In reply to }{0TT@6bI4
5 years ago
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Now it's clear why I couldn't find it. I was looking for specializations using keywords related to specific specializations, but they aren't in the file. What is this "advanced editor table"? Or is it the same thing?

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