Skip to content

Posts from Modding

No ratings yet — be the first to rate!
#548
Auto-translated
A hole appeared in the horse’s head because the textures inside are empty (I wanted to cut off the griffin statue from the horse’s head, but a hole formed because there was nothing underneath). For the Paladin, I fixed this by simply changing the skeleton and geometry of the entire unit to that of a Champion. However, this won’t work for the cavalry unit because the rider isn’t wearing a helmet, and it would be silly to create units with the same skeleton and model. I had two options, which I already asked about, and you, footman, have already answered them.
In reply to Нибрус
User Avatar
#549
Auto-translated
Nibruus
A hole in the horse's head, which appeared because the textures inside are empty (I wanted to cut off the griffin statue from the top of the horse, and a hole formed there because there was nothing underneath). For the Paladin, I fixed this simply: I changed the skeleton and geometry of the entire unit to the skeleton and geometry of the champion, but this won't work for the cavalryman because the rider isn't wearing a helmet, and making units with the same skeleton and model would be silly. I had 2 options, which I already asked about, and you, footman, have already answered them.

What prevents you from covering the hole with a static mesh that fits the theme?!
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
#550
Auto-translated
I hadn't thought of that. I should try it. Thanks! If it works, it won't be long before it becomes a mod. :D
User Avatar
#552
Auto-translated
Can anyone explain what these variables from DefaultStats affect? Thank you in advance. ATBEndTime ATBBaseTime MinCreatureSpeed MaxCreatureSpeed DepthBetweenFloors SpellDamageMultiplier InitiativeFactor RechargesCount DaysForRecharge SearchDialog
User Avatar
#553
Auto-translated
Hello, can anyone tell me how to give the Goblin Trapper the throwing animation, like the Goblin on the Tower?
#554
Auto-translated
Good afternoon. Please answer a couple of questions; it would be a great help!
1) In which file are the coefficients for knowledge (mini-artifacts of the Academy) changed? I've checked DefaultStats.xdb, but they're not there!!!
2) In which file are the coefficients for the sacrificial pit of the Dungeon changed? They are also not in DefaultStats.xdb!!!
User Avatar
#555
Auto-translated
How can I create several new heroes (without modifying the default ones) that are only available on a specific scenario map? They shouldn't initially be present on the map but should be available for recruitment in the tavern instead of the usual heroes. In other words, if I create a new Hero.(AdvMapHeroShared) file and attach it to a hero already on the map, everything works fine. But if the file isn't linked to a specific object, it doesn't save.
Лишь тот в советах – солнце, в битвах – лев, кто разумом смирять умеет гнев.
User Avatar
#556
Auto-translated
I want to create a video showing how to import models from www.mixamo.com into Heroes 5. I've tested it, and it works. Currently, I'm working on figuring out the simplest and most effective method.

What this will give us:
A working process for adding new heroes and creatures with individual meshes and animations – in the example, I'll add 51 animations.
By modifying the skeleton and mesh and running it through Mixamo, we can increase or decrease the size of creatures without manually creating animations for them.
We'll understand how to add animations of creatures from other games into the game.

I think this will provide a way to create a pretty good mod.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
In reply to Esto100nec1
User Avatar
#557
Auto-translated
Esto100nec1
I want to make a video showing how to import models from www.mixamo.com into Heroes 5. I've tested it, and it works. Currently, I'm working on figuring out the simplest and most effective method.

What this will give us:
It will provide a working process for adding new heroes and creatures with individual meshes and animations – in the example, I'll add 51 animations.
By modifying the skeleton and mesh and running it through Mixamo, we can increase or decrease the size of creatures without manually creating animations for them.
We'll understand how to add animations of creatures from other games into the game.

I think this will provide a way to create a pretty good mod.

Cool! Very cool news! :smile54:
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
User Avatar
#558
Auto-translated
The test of the technical process for exporting the skeleton and animation from mixamo.com is ready. If anyone is interested, I can provide the test results, a usable skeleton, and a knight walking animation in *.gr2 format.

Currently, I'm facing an issue; I need to streamline the technical process for exporting the mesh and skin. If anyone knows the easiest and most effective way to attach a mesh to a skeleton, create the skinning, and import it into the game, please let me know.

I tried exporting the mesh from Maya 6.0 into the map editor, but I encountered a problem. Maya flips the model, meaning the Z and Y coordinates are not in the correct positions. Does anyone know where the coordinate system settings are located in Maya 6.0? And does Maya 6.0 export skinning to the game?

If the method mentioned above doesn't allow me to properly import the mesh and skinning into the game, I'll have to use Archange, which I really don't want to do. This method will be longer, less convenient, and more prone to bugs.

In general, if anyone has anything to add, I'm all ears.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
In reply to Esto100nec1
User Avatar
#559
Auto-translated
Esto100nec1
The test of the technical process for exporting the skeleton and animation from mixamo.com is ready. If anyone is interested, I can provide the test results, a usable skeleton, and a knight walking animation in *.gr2 format.

For now, I have a problem; I need to streamline the technical process for exporting the mesh and skin. If any of you know how to most easily and effectively attach a mesh to a skeleton, create the skinning, and send it to the game, please let me know.

I tried exporting the mesh from Maya 6.0 to the map editor, but I encountered a problem. Maya flips the model onto its back, meaning the Z and Y coordinates are not in the correct places. Does anyone know where the coordinate system settings are in Maya 6.0? And does Maya 6.0 export skinning to the game?

If the above method does not allow me to properly import the mesh and skinning into the game, I will have to use Archangel, which I really don't want to do. This method will be longer, less convenient, and more buggy.

In general, if anyone has anything to add, I'm all ears.

Great! I'm ready to receive the test results! :smile54:
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
User Avatar
#560
Auto-translated
psatkha
Awesome! Ready to receive the test results! :smile54:
I'll be the one posting the results. My computer was broken, and I couldn't help Esto100nec1 with exporting the new models, skeleton, and animations. Basically, here's a knight model from mixamo.com, with the animation replaced. Currently, it's animation number 1, which replaces the model of the armored knight.
User Avatar
#562
Auto-translated
Awesome, really awesome! Hey, is it possible to reanimate Kha-Beleth and that yeti too? Or is the animation only for humanoids?
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
User Avatar
#563
Auto-translated
it would be nice to have an animation for Tana's walking – she would be a perfect model for the fat characters!
Мои мини-моды

Мод RTF

Мои NCF существа

Statistics

Welcome our newest member: Emil