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Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic. Auto-translated

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#76
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Phoenix 2100
I meant, if an invisible creature is used in all animation types, and a moving effect is applied – a stance, a strike, a shot... It will take about twenty minutes, but at least the walking animation will be fixed. In theory...

Added 3 hours 46 minutes later
It all worked out – I tried to implement my idea on the Legionnaires. All animations are perfect, including the movement animation. Now I'll finish the rest and upload them.

He approached the task creatively; in principle, this is an acceptable solution. In any case, it's better than the jumping animation. But ideally, the animation itself should be edited; I've already explained that it's very easy (in fact, it's even easier than applying an effect to an empty creature). I don't have the time or desire to deal with importing and exporting to the fifth game right now, but if someone (for example, comrade Footman) sends me the movement animation used for creatures from the 7th game imported into the 5th game, and the movement animation of the donor creature from the 5th game (for reference), in Max format, then I can edit the animation from the 7th game and send it back in the Max file for export into the game.

P.S. The position of the shot/projectile can also be edited. In the exhibition file, there is a shot; there are xyz values for the starting point of the projectile. Technically, it's easy to edit, but it can be tedious to adjust it to the exact desired point.
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#77
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zahar0z
I have the impression that lately it has become fashionable to criticize something without understanding the subject of criticism at all. It turns into a kind of ideological, amateur expertise. In my opinion, this harms everyone. The remix, in particular, is the main reason that personally makes me lose any desire to continue modding the fifth game. He is a toxic character, again, in my opinion. Many people (including Remix himself) believe that he has done more for the Heroes community than all the modders combined, and they deeply respect him for that. And even though I completely disagree with this point of view, it also has the right to exist.

Added 15 minutes ago


He approached the task creatively; in principle, this is an acceptable option. In any case, it's better than the jumping in the animation. But ideally, the animation itself should be edited; I've already explained that it's very easy to do (in fact, it's even easier than applying an effect to an empty creature). I don't have the time or desire to deal with importing and exporting into the fifth game right now, but if someone (for example, comrade Footman) sends me the movement animation used for creatures from the 7th game imported into the 5th game, and the movement animation of the donor creature from the 5th game (for reference), in Max format, then I can edit the animation from the 7th game and send it back in Max format for export into the game.

P.S. The position of the shot/projectile is also edited. In the exhibition file, there is a shot,
there are xyz values for the starting point of the projectile. Technically, it's easy to edit, but it can be tedious to adjust it to the exact point.

Let me put it this way...

Regarding the first point - forget about it... he shows what others have done... this is his merit - let him show it; we are doing what he shows... the comments are not always correct, but as he himself said in one conversation, he is a streamer and should not know and understand all the nuances of modding... let him focus on attracting new players! :smile13:

Regarding the second point... undeniable progress is evident! :smile54:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#79
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The method from Phoenix 2100 is good, but it has one drawback: a complete lack of smooth animation transitions, which is especially noticeable in the movement animation because it has a different initial frame.
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#80
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footman
The method from Phoenix 2100 is good, but it has one drawback: a complete lack of smooth animation transitions, which is especially noticeable in the movement animation because it has a different initial frame.

I'm also curious about how he solved the death animation problem? (as far as I remember, if you apply an effect, it doesn't freeze on the last frame but repeats cyclically). Did he probably solve it by adding a new character?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#81
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zahar0z
I'm also curious how he solved the death animation issue. (As far as I remember, if you apply it as an effect, it doesn't freeze on the last frame but repeats cyclically.) He probably solved it by adding a new character?
I don't know his method yet; I haven't even looked into it (there's no cyclic repetition). I'm busy with the scale of the models themselves; I have to re-export all the animations with the model, plus solve the problem with 2D elements that I was too lazy to deal with before.
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#82
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footman
Here are the animations of the creatures that are in the mod and will be included if I finish the update. I know about the issue with the firing position, but I'm too lazy to fix it.
I will write a detailed guide with screenshots on how to fix this animation.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#83
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zahar0z
I will write in detail with screenshots on how to fix this animation.



When I say "move the creature," I mean move the creature by moving its root bone. In other words, you move the root bone.
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#84
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Okay, I’ll get to it when I have time. For now, the new version of the mod will include gloss lighting (only improved, otherwise the mod will be too large, especially considering that I still need to finish the gloss textures to keep them in dxt1). P.S. It was already implemented for the veteran archer; it was intended as a distinctive visual feature and I didn't mention it anywhere.
In the screenshot, on the left is with gloss, on the right is without.


Added 13 hours 30 minutes ago
Regarding animations from the fifth game, I have no idea how to import them into 3d max.

Added 2 minutes ago
Moreover, the root bone (global) in the animations of the fifth game doesn't play a role; it's a group containing bones and meshes, and it became a bone after exporting to gr2. In all animations, it is not movable.
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#85
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Do you have a white gloss? If "Yes", then it's better to make it red or blue!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#86
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psatkha
Do you have a white gloss?! If "Yes", then it's better to make it red or blue!
The gloss function uses a texture from the seventh installment of the game, created by the developers, and there are no specific standards for it (everyone did it as they wanted; for example, the crossbowmen-veterans have a texture with yellow shades), and I'm too lazy to redo them.
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#87
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footman
The gloss function uses a texture from the seventh installment of the game, created by the developers, and there are no specific standards for it (everyone did it as they saw fit; for example, the crossbowmen-veterans have a texture with yellow hues), and I'm too lazy to redo them.

Well, you can recolor it later... because it reflects light too much!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#89
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Gentlemen, there will be a New Year update, and it will include some of the previously mentioned changes. The sounds will be replaced with those from Heroes 7, and most importantly, the Justiciars will replace the armored units (the guardians will be added later for regular swordsmen), but they won't have a movement sound – I don't know where it is located.


Added after 18 hours and 8 minutes
New Year update, list of changes in version 1.1:
1) Justiciars replace the armored units; characteristics are on the first page.
2) Sounds have been replaced with those from version 7, except for the movement sounds; I don't know where they are.
3) The scale of all creatures has been slightly increased; they looked smaller than standard.
4) Movement animations have been fixed; they no longer fly like torpedoes.
5) Gloss lighting has been implemented for improved creatures.
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#92
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Update 2.0 changes:
1) Faith Guardians, Imperial Griffons, and regular Griffons have been added.
2) 2D elements have been fixed for all creatures (I won't be revisiting them).
3) Legionnaires' defense has been increased from 3 to 4, health from 8 to 12, and cost from 80 to 250 (this balance change is due to the fact that Legionnaires should be on par with Assassins, and if their growth rate is reduced, then Landlords will need to be strengthened).
4) The firing arrow for crossbowmen has been replaced with their own, and its position during firing has been edited, but the delay has not been fixed, and I don't know where to change it.
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#93
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This is awesome!!! It would be great to have Landsknechts in Heroes 5! Footman, huge respect!