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Does anyone need instructions on how to reconfigure the map editor so that, before exporting models to the game format, you don't have to rotate them 90 degrees in Maya 6.0?
Go ahead and post it, it won't hurt! :smile54:

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Does anyone need instructions on how to reconfigure the map editor so that, before exporting models to the game format, you don't have to rotate them 90 degrees in Maya 6.0?
Hello, kind people, could you tell me where the textures for liches, ghosts, and Necropolis dragons of the 3rd tier are located? I found the 1st and 2nd tiers, but I can't find the 3rd. :с
I think many people have encountered this problem. On the map, the textures of hairstyles/weapons/other accessories of characters with unusual models are highlighted with the player's color. An example is the owl in the photo below:

It's very noticeable and quite annoying. Does anyone know how to fix this problem? Perhaps there is a setting in the texture properties that can remove this?
Hello!
I think many people have encountered this problem. On the map, characters with unusual models have their hair/weapon/other accessory textures highlighted with the player's color. An example is the owl in the photo below:
It's very noticeable and quite annoying. Does anyone know how to fix this problem? Maybe there's a setting in the texture properties that can remove this?
This isn't a texture problem, but an issue with the game engine! The only way to fix it is by completely re-linking the modified model to its original skeleton! :smile13:

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
1) Go to the material properties.
2) In the AlphaMode line, set it to AM_OVERLAY.
3) In the Priority line, set it to 224.
and voilà, we are no longer bothered by overexposure.

p.s. But I encountered a small glitch only in one place - against the background of the small smoke of the dwarf city at a certain camera angle. Basically, this is already a minor issue. But, ideally, this method needs to be tested.
After struggling with it for an evening, I finally managed to find a solution:
1) Go to the material properties.
2) In the AlphaMode line, set it to AM_OVERLAY.
3) In the Priority line, set it to 224.
And voila, we are no longer bothered by overexposure. So far, I've only encountered a small glitch in one place - in the background of the small smoke from the dwarf city with a certain camera angle. Basically, it's a minor issue.
What prevented you from showing it in a screenshot?!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
already) didn't have time right away, and was a bit late with the fix)
Did you check it with other team colors?!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Yes, everything is fine, but besides the owl, there wasn't time to test it on anything else.
Well, there’s a lot of such content in the visual part of the NHF mod! So if you have the time and desire, it would be great if you could fix this bug there too! :smile26:

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1