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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
I'm not sure that any manual, no matter how clear, will help a "couple of novices" who don't want to or can't delve into the details.
But, I heard you. I don't want to and won't promise anything, but as soon as I figure out the bug that causes models to glitch with smoothing, I'll try my best to find the time and write a tutorial describing how to import a model into the game, using a model from Heroes 7 as an example. Then, we can update this text as new information becomes available.
They want to, but they can't, and unfortunately, I don't have the time or the moral strength to delve into all the nuances... plus, there's a ban on using pirated software at work and using my own laptops... sometimes, there's time at work, but without the necessary tools, it's impossible to work on it!
And they want to create cool models right away... one is currently learning Blender (which is very commendable, as I understand - they're learning it at university), and the other is keeping quiet about their achievements in 3D... and there are so few active and capable people to create content anyway... however, there's still a lot of work to be done in NHF, especially in terms of visuals!
To be honest, I really don't like the fact that any modding activity is perceived by our veterans (if I may call them that) as an opportunity to complete NCF, NHF, or constantly suggest adding assets to the Dreadnought mod 5.5. Don't get me wrong, I have a good attitude towards these mods. But they have their drawbacks; the NCF package has a lot of absurd and poorly designed creatures. NHF, personally for me, unfortunately, often causes the game to crash and heats up my computer to ridiculously high temperatures. And 5.5 looks too bulky, and I probably will never find the time to figure it out.
And every time someone does something, and they say, "Great, we'll add this to NHF, NCF, 5.5," I get this unpleasant feeling. On the one hand, it's not a big deal, and there's no way to forbid it. On the other hand, it feels like everything is focused on these things. How can you then expect new, complex, and interesting mods to appear if there's almost a monopoly here?
I'm not even talking about the fact that sometimes people try to grab everything that isn't nailed down. On the English-language forum, when I was creating a thread about Star Wars, someone immediately commented, "Cool, we'll add this to the NCF package." Why? I tried to say that I was against it and that stormtroopers from Star Wars in Ashan, against the backdrop of elves and dragons, would look... silly. But I was gently told, "We'll do it anyway." So, from my perspective, it looks like I haven't even finished the mod yet, and it's already being planned to be dissected for resources, and most importantly, to create something unnecessary and tasteless. Although, of course, this is an isolated extreme case.
In general, don't get me wrong, I'm all for cooperation. I'm really all for it. And I would be happy to help NHF with models of heroes from one of my mods. I just think that we need to be more careful with this, "we'll take this for NCF, NHF, 5.5." Don't we have more than three mods for Heroes? At least, I really want it to be that NCF, NHF, and 5.5 aren't the only things that matter. In short, at least think before asking for resources, whether you really need it and how it can be used correctly (in my opinion, the ideal option is to create a compatibility patch).
Added 7 minutes later And regarding the fact that someone is trying to create their own models, I am sincerely glad. I would like to maybe start a thread on the forum later where we can share experiences on this topic. What do you think, should we?
To be honest, I really don't like the fact that any modding efforts are perceived by our veterans (if I may call them that) as an opportunity to add content to NCF, NHF, or, in the case of Dreadnought, to constantly suggest incorporating assets into mod 5.5. Don't get me wrong, I have a good attitude towards these mods. But they have their drawbacks. NCF has a lot of absurd and poorly designed creatures. NHF, unfortunately, often causes the game to crash and overheats my computer to an unacceptable degree. And 5.5 seems too bulky, and I probably won't ever have the time to figure it out.
And every time someone does something, and they're told, "Great, we'll add this to NHF, NCF, or 5.5," I get this unpleasant feeling. On the one hand, it's not a big deal, and I can't forbid it. On the other hand, it feels like everything is focused on these three things. How can we then expect new, comprehensive, and interesting mods to appear if there's almost a monopoly here?
I'm not even talking about the fact that sometimes people try to grab everything that isn't nailed down. On the English-language forum, when I was creating a thread about Star Wars, someone immediately commented, "Cool, we'll add this to the NCF pack." Why? I tried to explain that I was against it and that stormtroopers from Star Wars in Ashan, alongside elves and dragons, would look... silly. But I was gently told, "We'll do it anyway." So, from my perspective, it looks like this: I haven't even finished the mod yet, but it's already being planned to be stripped for resources, and most importantly, to create something unnecessary and tasteless. Although, of course, this is an isolated extreme case.
Overall, don't get me wrong, I'm all for collaboration. I'm really all for it. I would be happy to help NHF with models of heroes from one of my mods. I just think that we need to be more careful with this "we'll add this to NCF, NHF, or 5.5" approach. Don't we have more than three mods for Heroes? At least, I really want it to be the case that everything doesn't revolve around "NCF, NHF, and 5.5." In short, at least think before asking for resources, whether you really need them and how you can use them correctly (in my opinion, the ideal option is to create a compatibility patch).
Added 7 minutes ago And regarding the fact that someone is trying to create their own models, I am sincerely glad. I would like to maybe start a thread on the forum later where we can share experiences on this topic. What do you think, should we?
Well, look, all the mods you mentioned are essentially similar to WoG, because WoG added new creatures and heroes + various other interesting things and game mechanics! Therefore, all the content in the style of the 5th game is just begging to be added to it; it can be added to the vanilla game, but it's more interesting when it's added to something more global... in general, as I said before, my dream is to create a full-fledged WoG version for the 5th game. In principle, NHF can be fully integrated into NCF, and even into WGE (but this requires the esteemed comrades Nargott and Dyrman to combine their efforts in mechanics)... regarding 5.5 - it is a priori incompatible with NHF due to the use of version 3.0... however, all the new visuals can be released in different versions for compatibility with mods that change the game mechanics, including the vanilla version!
Creating a model isn't that difficult; the real challenge is attaching it to a skeleton and animating it... although that's also possible... the main thing is to gain experience... and then upload all of this in the format of the 5th game's engine... I found people on various forums who create animated models, but at that time, there was no way to put them into the game... I lost contact with many of them, but they can be found... if not these people, then others... there are really a lot of talented 3D artists in the world who want their work to be used by people, and not all of them are professional game developers.
Look, all the mods you mentioned are essentially similar to WoG, because WoG added new creatures and heroes, plus various other interesting things and game mechanics! Therefore, all the content in the style of the 5th game is just begging to be added to it; it can be added to the vanilla game, but it's more interesting when it's something more global...
Personally, I don't feel that anything is "begging" to be added. And when I see collections of mods in the style of "five different hastily recolored versions of minotaurs with imbalanced characteristics," I don't want to be part of such "global" projects.
You see, you would like to see an alternative to WoG for Heroes 3, but for the 5th game. I would like to see an alternative to HotA. That is, a relatively small, but truly high-quality mod, made with attention to detail, which can be easily mistaken for an official expansion.
Added 1 minute ago psatkha
Making a model isn't that difficult.
No offense, but really, no offense, but first, make one from scratch, and not just take a ready-made one from somewhere and change it a little, and then I'll gladly listen to how "not difficult" it was.
Added 18 minutes ago
99 percent of people who do 3D at a normal level either professionally earn a living from it or strive to do so. This is a very time-consuming activity, so it is practically impossible to do this well in any other way.
But that doesn't mean that in theory, you can't find people who are willing to spend their free time from their professional activities creating resources for mods. Or maybe someone will want to try their hand at this, and while the person is looking for a job, they will need to build a portfolio; in this case, you can combine the pleasant with the useful. I just think that the atmosphere in the community for such things should be different.
And the ability to import already ready-made professional models from other games with skinning and animation does not make the situation better; it makes it worse. Who will want to spend weeks creating their own high-quality model from scratch if they can convert a ready-made asset from another game in a few hours with a couple of mouse clicks and get comments like "you're a genius"? You need to understand that models from other games are models made by other people, and these people have names, jobs, some even have a page on ArtStation, but for some reason, the master is considered to be the person who made the mod.
Again, don't get me wrong, a person ported a model from one game to another – that's cool, I'm not only not against it, I'm even for it. I'm just afraid that in such an atmosphere, nothing truly original will exist, neither in the community nor among mod authors, no one will develop any truly useful skills, and it will all be somewhat meaningless.
But, to be fair, the situation with Heroes 7 is eased by the fact that, in principle, you can transfer all the models to the 5th game in a few months in this way, so the ceiling is limited. But then, someone will remember about Dark Messiah, which is on the Source engine, and from which quite decent models, skeletons, and animations can be extracted. And then someone will think and extract models, for example, from Disciples 3, etc. You can extract models from everywhere. I think this is a very serious "shot in the foot" for the community, although more often than not, it seems that the community is already dead.
Added 6 minutes ago psatkha
however, all the new visuals can be released in different versions for compatibility with mods for the game mechanics, including the vanilla version!
Yes, I'm talking about that. I think this is the perfect compromise.
Yes, exactly! Those who are already working on it are not interested in doing it for free, although there are exceptions... zahar0z
no offense, really no offense, but first, do it, create it from scratch, and don't just take something ready-made from somewhere and change it a little, and then I'll gladly listen to how "not difficult" it was.
So, some of the weapons (helmets and shields) were made by me! It took a lot of time, but there's nothing extremely complicated about it... however, creating a model with a proper UV map for further texturing is much more difficult, but nevertheless, it was done! Again, a lot of time was spent learning! And a lot of money was spent on buying thick books...
I didn't know. It would be interesting to see your models. I suggest creating a separate thread dedicated solely to modeling, where we can share models we create ourselves, exchange experiences, and collaborate in some way. Perhaps this will encourage people to create their own content. I will definitely do this as soon as I fully understand the nuances of model importing and create a tutorial on this topic.
P.S. There is no longer a need to buy books; there are plenty of free lessons online for any program relevant to the industry. All that is needed is time and effort to learn.
I didn't know that. It would be interesting to see your models. I suggest creating a separate thread dedicated to modeling, where we can share models we create ourselves, exchange experiences, and collaborate. Maybe this will encourage people to create their own content. I will definitely do this as soon as I fully understand the nuances of model importing and create a tutorial on this topic.
P.S. There is no need to buy books anymore. There are plenty of free lessons online for any program that is relevant to the industry. All you need is time and effort to learn.
I feel more comfortable working with paper... but in NHF, the heroine Taris is armed with melee weapons I created... in NCF, the creature Axe Warrior is protected by a shield I made... and the creature Trollkin also has a homemade piercing and cutting weapon! And by the way, the Adamantine Golem's axe was made by a professional 3D artist (3D is his job) on a voluntary basis, and he also gave me a lot of useful resources on texturing at the time!
I figured out the issue with the smoothing. It was getting messed up during the SMD import into Max, and at that stage, it just needed to be redone (there's a function in the mask that automatically adjusts the smoothing groups; it works reasonably well, although not always perfectly, but the main thing is that it can be done in two clicks). I'll think about how to optimize the process and try to write a tutorial.
I figured out the smoothing issue. It was resetting during the SMD import into Max, so I just had to redo it at that stage (there's a function in the mask for automatically adjusting smoothing groups; it works reasonably well, although not always perfectly, but the main thing is that it can be done in two clicks). I'll think about how to optimize the process and try to write a tutorial.
I can write about what I did for exporting to gr2 by changing the coordinate system so that the model doesn't tilt 90 degrees through granny export.
It would be great if you could write about what and how you did it. Tonight, I'll be working on creating a detailed tutorial, and I'd like to include all the relevant information we have. You can "explain it to me simply," and I think I'll be able to figure it out.
Added 3 minutes later To be honest, for some reason, the animation is exported without being tilted. But the model needs to be tilted.
In general, as I mentioned before, my dream is to create a full-fledged WoG version for Heroes 5.
What's the status on WoG for Heroes 5? After 12 years since the release of Tribes of the East, no one has managed to convince this "modder" to upload the 3.0 source code on the English forum, nor have they managed to create an alternative to the source code through reverse engineering. I don't want to offend anyone, but 12 years is more than enough time for the community. The Russian community is too weak for something like this.
Added after 19 hours and 15 minutes Gentlemen, version 2.01 is ready, but since this will be the last version, I remembered that the game allows you to use animations with the designation stir01. In general, special animations will be used, for example, an archer jumps on his crossbow.
Gentlemen, version 2.01 is ready, but since this will be the last version, I remembered that the game can use animations with the designation stir01. In general, special animations will be used, for example, an archer jumps on his crossbow.
Latest update, list of changes in version 2.01:
1) Minor bugs fixed.
2) Cavalier replaces Knight.
3) All creatures have been given a special animation with the designation stir01.