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Posts from Various mods by zahar0z Auto-translated

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#32
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Probably this question isn't relevant here, but does anyone know how to fix an error with some channel?
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#33
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I think this question would be more appropriate for this thread. I had a similar problem when I had two versions of Maya installed. The editor couldn't recognize version 6.0. To fix it, I had to revert the license from 2009 to 6.0, i.e., replace the key files. Added after 2 minutes Created a mod page on ModDB If anyone wants to support me, I will be very happy if you subscribe there.
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#34
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Hmm, when I had versions 2009 and 6.0 installed, I didn't have this problem. It's most likely due to the Windows 10 update, because at first, Maya 6.0 wouldn't launch at all (Maya 2010 does launch). After some troubleshooting and uninstalling/reinstalling it one by one, it started working again, but this error remained.
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#35
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Glad for you)
I don't know what your problem is, I just described what happened to me.
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#36
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Well, in principle, the error isn't fatal; I have to export GR2 files through Maya 6.0, put them in GrannyGeometries, and then the editor converts them into the game format.

Added after 14 minutes
I found a solution: if you remove the crack, the error disappears, but then Maya requires a license...

Added after 22 minutes
I completely solved the problem: DEP was enabled for all programs except those I specified, and the editor and Maya 6.0 were not on the list, which caused the error.
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#37
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Frozensoull
Just enable Mip-maps for the textures. They are disabled in your settings for some reason.

Thanks for the tip.
I checked, and the problem is solved. I also looked up what these mip-maps are.
True, the texture now looks slightly worse up close than it could, given my decent "mid-range" system. But it's still much better than it was before.
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#38
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zahar0z
Thank you for the tip.
I checked, and the problem is resolved. I also looked up what mipmaps are.
It's true that the texture now looks slightly worse up close than it could, given that it's supposed to be a decent "mid-range" setting. But it's still much better than it was before.
Why not import the textures through the editor?
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#39
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I haven't tried doing it that way. Would you share how it works and what the advantages are?
Because I already see at least one disadvantage in importing through the editor.)

Added after 12 hours and 8 minutes
How do I make it so that Footman doesn't post anything in the thread? Just ask him about something.
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#40
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zahar0z
I haven't tried doing it that way. Would you mind sharing how it works and what the advantages are?
In the select tables, find the "texture" item and check the box. Then, create a new object as you would with models, and place the .tga texture in the "complete" folder. In the editor, select the parameters that will be specified in the xdb file.

As for the advantages, well, I'm not sure. The only advantage of the editor itself is the support for dxt4, and I don't even understand why it's needed. Textures with CONVERT_TRANSPARENT_ADD in their ConversionType must be exported only through the editor; otherwise, they will be displayed incorrectly (mainly effects). I only export finished textures through the editor, textures that I don't plan to edit further.
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#41
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Cool, I'm glad for you.

Added 6 hours and 44 minutes ago
The Titan Shanti has been ported; a screenshot is in the header.
I think it can be placed as a guard in the pyramid.
I decided to abandon the idea of elven deer (as well as mirroring the animation of the guards), but I will try to make golems.
Maybe mermaids too.
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#42
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By the way, did you manage to solve this problem?
footman
There's also an issue with the sounds from Heroes 7; they are too loud in the game, and messages like this appear in the command line. I don't know how to fix it.
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#44
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AstralLein
some standard sounds generate these errors

Added after 44 seconds
for example, casting Blessing results in a torrent of profanity in the command line.
Well, damn, one thing is a specific spell, but another is when, in mission 1 as Freya, the rebel troops shout across the entire map, and it's unbearable.
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#45
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footman
By the way, did you manage to solve this problem?
Not yet, I haven't been working on the sounds, and I might not even do it.

Added 25 minutes later
I decided to publish an old mod that I made at the request of Psathi several years ago, for the NHF project.

https://yadi.sk/d/rTEw11XfHyyMxQ

Remember Kha-Belekh? The big demon boss, with a huge sword and respect from all horned creatures. But do you remember what he doesn't have? Movement animation on the global map.
Basically, in this mod, I fixed this by re-attaching the Kha-Belekh model to the Titan's skeleton. Now, all of the Titan's animations can be used for this model, including, of course, the movement animation.
The cloak on the big Titan boss moves a little awkwardly, but it's still better than having no movement animation at all.
The mod only changes the model on the global map; the old Kha-Belekh model is used on the battle arena and on the hero's page.
The mod should be compatible with both NHF and the vanilla game.


This mod might be useful to you if you create mods yourself, because this model with a full set of animations can be used to recolor it or add your own effects and models to it.

Added 5 minutes later
By the way, while I was working with the Titan's animations, I noticed a funny Easter egg that the developers left in the Titan's alt-grade animation. (It's more visible on the re-attached Kha-Belekh model).



Has anyone else noticed this?
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