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#33
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in reality, it's not a certainty. If it doesn't duplicate polygons in the game, it's more efficient to use this function than to edit the model.
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#34
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zahar0z
actually, it's not a certainty. If it doesn't duplicate polygons in the game, then using this function is more efficient than editing the model.

Yeah... by the way, you can create a hollow cube and test it!
С уважением, Psatkha (Псатха)

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#35
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And what exactly will you be checking this way? Visually, it can look however you want. The game doesn't simply provide information about how many polygons it's actually rendering. Therefore, to find this out, you need to resort to tricks, for example, using a ripper (a program that extracts models from the game directly during gameplay, similar to a 3D screenshot; I tested this a long time ago, and such a program works with Heroes 5). After obtaining the model in this way, you can import it into Max and see how many polygons it actually has. In other words, does this modification with a two-sided material add extra polygons, or does the number of polygons remain the same, and they only appear to be two-sided?
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#36
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psatkha
P.S. What's the deal with Blizzard – is there any positive news?!

Unfortunately, there's been complete silence from them so far. Even though I sent requests to several addresses.
Although, to be honest, Blizzard's Technical Support immediately told me that I shouldn't expect a quick response, especially regarding "Copyright" issues.

I hope my letters don't immediately end up in "spam" and are actually read...
psatkha

In the .xdb Material, set the Is2Sidеd parameter to true – by default, this parameter is false!

Just in case, I just checked this parameter on the same model that I tested the first time, but then "Is2Sidеd" didn't work for me.

The error turned out to be trivial and simple, from the everyday life of IT guys, like "The monitor doesn't turn on, what should I do? - Don't panic, plug the plug into the socket"...

In general, after setting the "Is2Sidеd" parameter to "true" in the material, you need to save and reload the map, because for some unknown reason, the map editor doesn't apply all settings for certain models "live" without reloading. It was enough to reload the map, and "Oh, miracle, IT WORKED!".

It's a little embarrassing to mess up on this and, instead of using the "standard parameter," waste time inventing a workaround with a modifier.
zahar0z

well, there is a function. you just need to figure out if it works efficiently in terms of performance. Any thoughts? You can test it with the Ripper, as I wrote above.
But I think that in any case, it would be more useful for beginners to create a tutorial using this function, because it is easier than editing the model in Max.

I don't think that the performance issue is relevant for this game at the moment, since now you can play it on any calculator, and even increasing the polygon count of the models is unlikely to have any effect.

zahar0z
Cool, that will be cool and very useful. The main thing is to try to describe the process more clearly, as if for complete... beginners.

Understood, I'll keep that in mind. We'll simplify it.
zahar0z
no. unfortunately, it's just adjusting the coordinates in Max, nothing new.

That's a pity, I thought there might be a chance to avoid the tedious adjustment.
zahar0z
Is this about attaching a separate object (say, a sword or shield) to a specific bone? And will this be saved when exporting to Heroes 5?

Well, in general, you can say that. It's cheap, it works. The main thing is to make sure that the bone hierarchy is preserved when converting formats.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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#37
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Frozensoull

I don't think the performance issue is relevant for this game at the moment, as it can already be played on any old computer, and even increasing the polygon count of the models is unlikely to have any impact.
Well, that's what I think. I enjoy running the game on my old laptop, and theoretically, I'd like to be able to run it on my Android phone as well. Plus, we don't know how the game will react if it's heavily overloaded. Therefore, I think it's best to keep the models around a decent 10k polygons (considering that in the original game, they range from approximately 2 to 7k). 10k is also a standard for modern mobile games. In principle, the models from Heroes 7 are already around that polygon count, so they don't require additional retopology. (although it makes sense to use LODs for the global map; in Heroes 7, most models have them and can be generated with just two clicks).
But here's the question: if a two-sided modifier multiplies the polygons, instead of a harmless 10-12k, we get 20-25k, which, I agree, is not ideal considering that the game engine was originally designed for models with 3k polygons.
But even here, the problem can be solved simply. You can simply separate the elements of the model that need to be two-sided into a separate mesh and apply the two-sided material modifier only to this mesh in the game.

Added 1 minute ago
Frozensoull

Understood, accepted. We'll keep working on it.)
Great, this will help. We'll be waiting.)
Frozensoull

Well, in general, you could say that. Cheap and cheerful, but it works.) The main thing is to make sure that the bone hierarchy is preserved when converting formats.

This can also be described. It should be clear to a beginner.
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#38
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Now you can see from start to finish how to add animation and a model to Heroes 5, using the example of animation and a model from Heroes 7. At the same time, everything is written as simply as possible, for beginners.

The main part of the Manual is now completely finished.

I really hope that this text will be useful to someone, although I have serious doubts about that.

I would personally be very happy if the person who asked for the Manual the most found the time to go through it himself.))
All of this should take about an hour and a half, plus another hour and a half to install the programs. If a person is familiar with modding and 3D modeling, the whole process will take about 15 minutes. I'm sure this time can be found.

In the future, I will add additional information to the Manual, such as how to fix the movement animation, how to import a model from Heroes 6, my thoughts on optimizing performance using a new file structure, etc. I will also translate everything into English, but that will be in the future; for now, I need to rest a little.

I will be glad to receive comments. If there are any corrections or additions, please write them. Also, if someone exports a model using this tutorial, I will be very happy if you post screenshots in this thread.
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#39
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zahar0z
Now you can see from start to finish how to add animation and a model to Heroes 5, using the example of animation and a model from Heroes 7. At the same time, everything is written as simply as possible, for beginners.

The main part of the Manual is now completely finished.

I really hope that this text will be useful to someone, although I have serious doubts about it.

I would personally be very happy if the person who asked for the Manual the most found the time to go through it himself.))
It should take about an hour and a half, plus another hour and a half to install the programs. If a person is good at modding and 3D modeling, the whole process will take about 15 minutes. I'm sure that time can be found.

In the future, I will add additional information to the Manual, such as how to fix the movement animation, how to import a model from Heroes 6, my thoughts on optimizing performance using a new file structure, etc. I will also translate everything into English, but that will be in the future; for now, I need to rest a little.

I will be glad to receive comments. If there are any corrections or additions, please write them. Also, if someone exports a model using this tutorial, I will be very happy if you post screenshots in this thread.

I will go through it... next week I'm going on vacation, and I'll have time to forget about reality and focus on my hobby... so your time and effort won't be wasted + a couple of newbies are delighted - let's see what they come up with, the main thing is that they have the morale and enthusiasm! :smile13:

P.S. I'm also trying to persuade the respected comrade StetNoel to join his project, since all the tools are now available and the technological route has been found... and then others may also want to return to Heroes 5, namely the respected comrades ArchWarlock, Ilve, and maybe CrazyPill!
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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#41
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Cool, tell me how you'll complete it. )
And who exactly are you referring to when you say "neophytes"?
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#42
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zahar0z
Cool, tell us how it goes.)
And who exactly are you referring to when you say "neophytes"?

Neophytes are two young guys: one was born in 2000, and the other doesn't reveal his age, but I understand he's also still a university student...

There's also a "trio of young padawans": my son (born in 2003) and two of his friends...

But they all have one thing in common – they've played enough and want to create something of their own...

So, 5 (five) people from the "Young Guard of Heroes" are, let's say, fresh blood, recruits... who care about the future of Heroes 5! :smile13:
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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#43
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I finished writing a small guide on some basic functions when working with models in 3Ds Max. I sent it to you on VK, Zakhar. I think you can adapt it for your guide. I hope it will be useful to at least someone.
zahar0z
Well, I like running Heroes on my old laptop, and in theory, I would like to run it on my Android phone as well. Plus, we don't know how the game will react if we overload it. Therefore, I think it's better to keep the models around a decent 10k polygons (considering that in the original game they range from about 2 to 7k). 10k is, by the way, a standard for modern mobile games. In principle, the models from Heroes 7 are already in that polygon range, so they don't require additional retopology. (although for the global map, it makes sense to use LODs, in Heroes 7 they are available for most models and can be generated with just two clicks).
But here's the question, if a two-sided modifier multiplies the polygons, then instead of a harmless 10-12k, we get 20-25k, which, I agree, is not very good considering that the game engine was originally designed for models with 3k.
But even here, the problem is easily solved. You can simply separate the elements of the model that should be two-sided into a separate mesh and apply a material with a two-sided modifier only to this mesh in the game.
Well, I don't know, nowadays it's quite rare to find hardware that would struggle to run "Heroes 5" or not run it at all. I played it on such hardware in 2006, which is funny to remember. Here are the system requirements for Heroes 5, by the way. Operating system: Windows 2000/NT/XP Processor: Pentium IV 1.5 GHz or AMD Athlon Memory: 512 MB Video: 64 MB (NVIDIA GeForce series 3/4/FX/6, ATI RADEON series 8500/9000/X Matrox Parhelia) Free disk space: 2 GB DirectX 9.0c or higher There's no point in comparing it to today's configurations of the most basic PCs. Optimization is very good and useful, but in such cases, it is unnecessary, in my opinion. P.S. I'm not insisting on my opinion, I just think that each modder should decide this issue for himself. In my projects, I have long abandoned the position of "it should run on any computer" in favor of a more beautiful picture. Therefore, I first removed all LOD models, because for me, watching creature models with three and a half polygons is painful, my eyes just bleed.
zahar0z
You can simply separate the elements of the model that should be two-sided into a separate mesh and apply a material with a two-sided modifier only to this mesh in the game.
Why not. By the way, in some cases, applying two-sided materials where they shouldn't be, sometimes distorts part of the model, as if mixing the top and bottom layers of the material. Although, perhaps this defect does not appear in all models. However, in my opinion, it is still not worth abusing it :D
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to Frozensoull
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#44
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Great, thanks for the text.
Optimization is always a good thing. After all, we're tinkering with an old game, and who knows how it will react if we overload it.
LOD (Level of Detail) is a good thing that is still used and will be used in modern games. It's a shame that it can't be properly configured in Heroes 5. But the option of simply reducing the load on the global map is also a good one. I don't think it affects the visual aspect in any way, because in the game, on the global map, you look at the creatures in a very small size and don't really see much.
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#45
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As for me, everything works fine on desktop computers, but I had some minor performance issues with the fifth installment on laptops, even though they weren't that old. Although, it was more of a problem with the map editor than the game itself (with a large number of objects, all the textures suddenly become blurry).
 

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#46
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I often encountered an issue with blurry textures both in the editor and in the game itself, but there's a fix available at /post/655960/.
After using this fix, the texture problem no longer bothered me on any machine, even under heavy graphics load.
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#47
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zahar0z
I often had problems with blurry textures both in the editor and in the game, but there is a fix at /post/655960/
After using this fix, I no longer experienced texture issues on any machine, even under heavy graphics load.

I agree; this file definitely fixes the problem
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"Плата за любовь"
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#48
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I confirm. Excellent find.