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Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic.

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In reply to Stiles
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#201
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Stiles
It would be nice to replace Priests with Chaplains, and Inquisitors with Abbots. :D And Angels with Seraphim, and Archangels with Celestial Warriors. :D
It's unlikely that will happen. If it weren't for the unfortunate effect of the model disappearing when playing the dead animation, I probably would have finished the Seraphim... but I've played Heroes for 2 years, and I've developed a dislike for Priests (in general, not just the models), so I don't even want to work on them.
In reply to footman
#202
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footman
It's unlikely, but if it weren't for the unfortunate effect of the model disappearing during the death animation, I probably would have finished Seraphim... and I've developed a dislike for the priests after 2 years of playing Heroes, so I don't even want to work on them.
Will there be no more new versions? :smile07:
In reply to Stiles
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#203
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Stiles
Will there be no more new versions? :smile07:
Well, if someone finds a way to add the disappearance effect, like in the original animations of the dead, I might get around to finishing the seraphim...
In reply to footman
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#204
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footman
Well, if someone finds a way to add a disappearing effect, like in the original animations of the dead, maybe I'll get around to finishing the seraphim...

Hey, could you do the following:

When a creature dies, it shrinks and then falls down to a bone, moving globally and along the Z-axis into the negative direction?!

This action can be covered with effects... I have something similar in my stash...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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#205
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I think it would be better to create a "dead" character for the creature, adjust its texture so that it doesn't cast shadows, and move the final animation point of its departure very high up, beyond the boundaries of the battle map. And cover it all with effects.
In addition, the switch from the regular character to the "dead" one can be set somewhere in the middle of the flight.

In short, a solution can be found. But is it necessary?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to psatkha
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#206
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psatkha
Hey, can you do the following:

When a creature dies, it will shrink and then fall down to the bone, moving globally and along the Z-axis into the negative?
zahar0z
I think it would be better to create a dead character for the creature, configure its texture so that it doesn't cast shadows, and move the final animation point of the creature flying away very high up, beyond the battle map. And cover it with effects.
In addition, the switch from the normal character to the dead character can be set somewhere in the middle of the flight.
I think I'll do it this way: in the animation in Maya, I'll add a new frame where the model will be under the arena in a negative value, and I'll remove the glow effects from the model and attach them as effects, since they have the same bones as the sword.
#207
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footman
Is this the model for the Zealot from Heroes of Might and Magic VI?
In reply to Stiles
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#208
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Stiles
Is this the model of the Zealot from Heroes 6?
Not quite: the horse is, but the hero is from Heroes 7. The developers were too lazy to create new armor for the horse so that it wouldn't stand out (it's not very noticeable in the seventh game, but it's quite noticeable in the fifth).
In reply to footman
#209
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footman
Not quite: yes, there's a horse, but the developers were too lazy to create new armor for the horse to match the hero (it's not very noticeable in the seventh game, but it's very noticeable in the fifth).
When is the new version of the mod planned? Or are you still working on it?:(
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#210
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Stiles
When is the new version of the mod planned? Or are you still working on it?:(
Nothing is planned...

Added 5 minutes later
I'm thinking about uploading an old mod that replaces the textures of the Haven creatures with the alpha version from 2004, + 2 demon textures that are also from the alpha, and combat music that will also play.
In reply to footman
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#211
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footman
I'm thinking about uploading an old mod that replaces the textures of the Haven faction creatures with the alpha version from 2004, plus 2 demon textures that are also from the alpha, and combat music that will also play.

Great idea! :smile26:
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#212
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Found an interesting point in gr2_viewer: in VectorTracks, the names of meshes and their “effect” are indicated. These VectorTracks can be created using the attribute editor, but there’s one serious problem… a stupid dot must separate the mesh name and the effect, but Maya reserves this character for something else, which is why it cannot be used in the attribute name…
In general, thank you developers for the poor technical implementation of the game…
#213
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Good day, footman! Is version 2.1.1m not ready? Version 2.1.1 is available at the link. Also, you assigned existing numbers to the Geometries files, which causes a conflict with creatures based on peasants, archers, and armored units, etc. This needs to be fixed – assign different numbers.
In reply to kolt_av
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#214
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kolt_av
Good afternoon, footman!
Is version 2.1.1m not ready yet? The link provides access to version 2.1.1.
Also, you assigned existing numbers to the Geometries files, which causes a conflict with creatures based on peasants, archers, and armored units, etc. This needs to be fixed – assign different numbers.
I don't give version 2.1.1m to just anyone; only to mapmakers who want to use it in their maps. The difference is that the seraph has 5 animations instead of 2, as in the regular 2.1.1.
Existing numbers were assigned to avoid crashes when loading saved maps that you played with this mod (the essence of the crash is that mods that load new model UIDs become mandatory for saves... in short, if you install NCF, play with it for a while, and then delete it, when you load saves that were made with this mod, your game will crash because you don't have NCF installed.
In reply to footman
#215
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Footman, please provide version 2.1.1m; I will create a death effect for Seraphim.

Added 35 seconds later
kolterov1982@list.ru

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