Posts from Various mods by zahar0z
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In the end, NHF used a model with a teleport effect instead of movement, not yours. I wonder why.
Simply because there wasn't enough time to fully adapt the effects from the original Kha... they just get distorted on this skeleton, or they're located in the wrong place... the main thing is that we promoted Zakhar's version in the thread... it was planned for the new version of NHF!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
It seems that in NHF, they ended up using a model with a teleportation effect instead of movement, and not yours. I wonder why.
They could just take it and add it to NHF right now.
I'm all for it; it was made for them.)
If the effect is that important, they can just add any fire effect to his shoulders, and that's it.

The original creature will be called "Ancient Golem" and will be recolored in brown and green tones (in the style of the Chantry Titan), with green crystals added to its shoulders (like the Chantry Golem).
The upgrade will be called "Blazing Golem" and will have the model of a regular Chantry Golem from Heroes of Might and Magic 7.
And the alternate upgrade will be called "Reforged Golem" and will have the model of an upgraded golem from Heroes of Might and Magic 7.
The concept is that in the past, mages created their golems based on Chantry blueprints, but then they stopped. But sometimes, even now, a mage finds fragments of a Chantry golem and manages to rebuild these fragments into a functioning creature, and that's how Reforged Ancient Golems are created. (This creature, instead of the regular golems from Heroes of Might and Magic 5, will guard the "Mage's Repository" building along with the mages).
I just like the golem models from Heroes of Might and Magic 7, but not enough to replace the model from Heroes of Might and Magic 5. So both will be in the game, as they say, everyone gets what they want.
By the way, I can make a bonus mini-mod that will replace the golems from Heroes of Might and Magic 5 with these models. (It can be installed if desired). Let me know if you would like that.
That's all for now. I will recolor the golem, fix all sorts of minor bugs, add some minor effects, and then release it.
I won't be working on mermaids for now.
Golems look really cool.
Right now, I'm fixing various minor things (and there are quite a few of them).
I slightly changed the size of the neutral creature symbol (the new one is on the left, the old one is on the right).

I ran into this unpleasant bug: when a gloss texture is present, the model in the shade (or completely randomly, for no reason) produces very ugly, harsh shadows, or darkens completely.

Here's an example on a model from my mod, and on a model from Footman's mod. On the left is with gloss, on the right is without.
In principle, it's not that bad; the gloss is worth it, but still, maybe someone knows how to fix this?
I'll tell you how to mirror a model and animations using granny export, but after I see it :) left-handed:) black guards.
and for the deer portrait :)
I'll tell you how to mirror a model and animations using granny export, but after I see it :) left-handed:) black guards.
But regarding the method, I'll be glad to hear it.
Added 2 minutes later
and for the deer port :)
I will upload it in two versions, for users and a version with just resources, for people who want to use these models in their mods.
Maybe later there will be deer and a mermaid, maybe not.
Maybe I will work on another project next. I seem to have agreed with a Pole to jointly finish a mod with nagas. So that there would be alternative buildings and you could build either a naga city or an elf city.
Frozensoull, at my request, helped with the Titan effects.
He created a cool firing animation and glowing eyes for them.


firing animation video

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
And here it is. When the whole pack is ready.
Added 2 hours 29 minutes ago
a little more animation and effects from the Titans.
In the GIF, you can see the attack, damage taken, and death animations of the Titan.

a little story on the topic
when using the original attack animation of the Titans from Heroes of Might and Magic 7, I had to solve certain problems. The Titan hits too far from the creature. Initially, I tried to add a movement animation (i.e., the Titan takes a step, hits, and then returns) but because of this, the attack timing went completely crazy (i.e., the difference between the impact of the Titan's hit and the animation of the target creature taking damage was very large). Moreover, while fixing this, I completely ruined the animation. i.e., there was too much time between the walk and the hit, the hit was too fast or too slow, in short, I gave up and left the hit where it was. The Titan still hits at a distance from the target creature, but now a green lightning bolt hits the creature itself. I made this effect myself. It seems okay.Added 36 minutes ago
in fact, the bug that the attack animation of a creature from Heroes of Might and Magic 7 does not match how creatures in Heroes of Might and Magic 5 play the animation of taking damage is quite common.
I personally did not find any parameters in the XDB files that could be used to adjust the target creature's response. Therefore, the only way out is to edit the animations manually. Through experience, I found out that the animation of the target creature taking damage corresponds to approximately the frame that is at 58 percent of the attacking creature's attack animation.
i.e., if the entire attack animation lasts 100 frames, the creature will "take damage" at approximately frame 58. If it lasts 200 frames, the damage will be at frame 116, and so on.
This is how I had to edit the animation of the elves.
Original elf attack

With this animation, the target creature "took damage" at the moment when the elves had already finished the attack and put away their sword.
Edited elf attack

With this animation, the target creature "takes damage" when it is hit with a sword.
In the process of working on the mod, I have to fix a lot of such obscure little things that no users will notice.
I want to make everything as good as possible, so everyone who wants to download the mod will have to wait a little.
But maybe there's a way to improve the effect? I would suggest making the lightning slightly angled, by about 10 degrees, from the titan's side, so it's clearer that it was summoned and didn't just strike on its own.
Another option: maybe the delay between the fist hitting the ground and the lightning is too long? It's the speed of light! Ideally, the lightning should strike simultaneously with the fist.
A third, very complex option: an aura around the titan, and let it act like a Tesla coil, shooting lightning – there definitely wouldn't be any misunderstanding.
Or, as I said, maybe my imagination isn't very good :D Since everything else is obviously super cool, it's up to you...