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Posts from "240H" – unlocking new heroes and improving existing ones.
Razzak's biography mentions slaves. Since he is a golem creator, it is logical to assume that the golems are his slaves. And it's hard to imagine a buff mage.
And did I say anything against golems? No! The idea is cool! By the way, is this Razzak implemented in this way?!
I didn't say anything against golems – no! It's a cool idea! By the way, is this Razzaq implemented in this way?
Yes, it is. I just don't know how to make the golems move their legs while moving. If I give them a move animation, they'll start running away from their posts...
morlok5
9 years ago
Auto-translated
I would like to ask the mod author: How can I restore the circles under the heroes and creatures?
Yes, that's the one. I just don't know how to make the golems move their legs while moving. If you give them a move animation, they'll start running away from their posts...
Just one option. At least, that's what I know... You need to remove the animation from Razak! And you can't just do it by deleting the code. There are two options: 1. Extract his mesh from the game into a 3D editor. And re-import it, but without the skeleton (Psathi's tutorial will help). It doesn't work for me; the texture coordinates aren't saved. But it might be because I'm using an old version of Maya or because there's a missing script... Anyway, I didn't bother with this method. The second option is easier for me: rip the model, run it through a 3D program, and import it into the game using the map editor. By the way, it's easier to rip in the map editor; I've tested it. I use Ninja Ripper. It's easy to find online. You'll also need a script for 3ds Max. It only works with it. So, download the ripper along with the script. It's easy to work with; you'll figure it out in a few minutes. So, you'll get Razak without animation and a skeleton. But you can only assign this model to Lod files, and use the standard one for combat, since the golems will just be standing there anyway. That's it. Sometimes, simply deleting the code in the animation might work, for example, with Duncan; his mesh matches the standing animation, but most often, heroes have a T-pose, i.e., without animation, they will spread their arms or something else... It won't look good, though. Go for it! But your golems still won't walk in sync, or rather, they won't move their arms. You'll need to change the animations of the golems themselves for that, but they will still walk in step. And finally, Razak should, of course, be an effect! One of the golems is the model!
Added 28 minutes ago Oh... I've got an idea. You need to remove the necessary arms from the golems' animations, and then everything will be as it should be. In the same way, extract the model, take the arms, and attach them to some inactive bone. If the right and left arms are different, you can always mirror the one you need in a 3D program, but you probably know that already... So, mirror it, for example, for the golems on the left, and attach it with effects. Thus, the right ones will have one arm attached, and the left ones will have two. Everything will be symmetrical and beautiful. You can even keep the weapon in their hands and don't need to remove it. In general, everything is feasible!
Added 10 minutes ago Or even simpler: mirror the entire golem, but attach everything above the waist to the active part (legs). This will be even faster and without much hassle. Only the animations above the torso will be lost. You can implement it; it would be interesting to see!
There's only one way. At least, that's what I know... You need to remove the animation from Razazak! And you can't just do it by deleting the code. There are two options: 1. Extract his mesh from the game into a 3D editor. And re-import it, but without the skeleton (Psathi's tutorial will help). It doesn't work for me; the texture coordinates aren't saved. But it might be because I'm using an old version of Maya or because I'm missing a script... Anyway, I didn't bother with this method. The second option is easier for me: rip the necessary model, run it through a 3D program, and import it into the game using the map editor. By the way, it's easier to rip in the map editor; I've tested it. I use Ninja Ripper. It's easy to find online. You'll also need a script for 3ds Max. It only works with it. So, download the ripper along with the script. It's easy to work with; you'll figure it out in a few minutes. This way, you'll get Razazak without animation and a skeleton. But you can only assign this model to Lod files, and use the standard one for combat, since the golems will just be standing there anyway. That's it. Sometimes, simply deleting the animation code might work, for example, with Duncan. His mesh matches the standing animation, but most often, heroes have a T-pose, meaning that without animation, they will spread their arms or do something else... It won't look good, though.))) Go for it! But your golems still won't move in sync, or rather, their arms won't move. You'll need to change the animations of the golems themselves for that, but they will still walk in step. And finally, Razazak should, of course, be an effect! One of the golems should be the model!
Added 28 minutes later Oh... I've got an idea. You need to remove the necessary arms from the golems' animations, and then everything will be as it should. Use the same method to extract the model, take the arms, and attach them to some inactive bone. If the right and left arms are different, you can always mirror the one you need in a 3D program, but you probably already know that... So, mirror it, for example, for the golems walking on the left, and attach them as effects. This way, the right ones will have one arm attached, and the left ones will have two. Everything will be symmetrical and beautiful. You can even keep the weapon in their hands and don't need to remove it. In general, it's all feasible!
Added 10 minutes later Or even simpler: mirror the entire golem, but attach everything above the waist to the active part (legs). This will be even faster and without much hassle. Only the animations above the torso will be lost. You can implement it; it would be interesting to see!
Try it yourself if you know how. I can't get animations and geometry from other games to work in the game.
I would like to ask the mod author. How can I restore the circles under the heroes and creatures?
Open the mod archive, find the _(Model) folder, then the Heroes folder, and delete the following folders: Wizard_Path, Warlock_Path, RuneMage_Path, Knight_Path, DemonLord_Path, Necromancer_Path, Ranger_Path, Orc_Warrior_Path. This is for the heroes. And for the creatures - _(Model) - Creatures - Selection. Delete everything from there.
MiRyA
9 years ago
Auto-translated
The link doesn't work.
AstralLein
9 years ago
Auto-translated
And that’s to be expected. The author clearly removed this mod; NHF is always beneficial!
This has happened before, and not just once. It's a terrible attitude towards players who love this mod... If anyone has the mod downloaded, please upload it.
AstralLein
9 years ago
Auto-translated
I have it, but what’s the point? NHF!!!!
Added 3 minutes later
I used to play this mod myself, but now it’s outdated and very much so. Time has passed since your mod, esteemed Dyrman. But if you wish, I will gladly upload it.
Here is the latest version of the mod. All bugs have been fixed, and unnecessary elements have been removed. I've been playing it myself and recommend it to you.
https://yadi.sk/d/HI2J2J3X3Lt7Ce
Here is the latest version of the mod. All errors have been fixed, and unnecessary elements have been removed. I've been playing with it myself, and I recommend it to you. https://yadi.sk/d/HI2J2J3X3Lt7Ce
Could new versions be assigned a number or something else? I've already downloaded three archives of the mod, and it's not immediately clear which one is the newest. The new version is 10 times smaller than the old one. What exactly was removed?