https://www.youtube.com/watch?v=zl5UIQbegqU
Posts from МОД: Клинок Армагеддона / Armageddon's Blade
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I don't remember if there's anything similar for buildings, but you can experiment.
Added 2 minutes ago
By the way, how long did the castle retopology take? Can you post a screenshot of the geometry (I mean the mesh) just out of curiosity? Especially the "complex" areas where it's difficult to save polygons, like stairs, arches, and so on. I'm interested in how you solve these problems.
Added 16 minutes ago
Textured Citadel Buildings:
https://www.youtube.com/watch?v=zl5UIQbegqU
But, you can always use an existing one. Something without any particularly specific movements, from the Mages, Orcs, or Elves. However, if you do, I recommend loading the main buildings from the city as a reference, the fly-around camera of which you will be using, and adjust your buildings to roughly match their position. This way, you can be sure that the camera won't fly through the building.
Plus, you'll save a lot of time and effort if you use an existing camera for the building in the building selection menu. You don't necessarily have to put the blacksmith where it was in the donor city, but if there was something in the place where you want to put the blacksmith, you can use the camera from that something instead of spending several hours calculating the camera coordinates for your unique building with its unique position.
Honestly, as a donor city, I think the Orc city looks best. The camera does a large panoramic fly-around and rarely gets close to the buildings, so it won't pass through anything. There's plenty of space and room to place buildings.
In general, I've dug around in the city screen files quite a bit, and I can tell you that trying to do anything there is quite masochistic. So, I advise you to approach it intelligently and just copy existing coordinates. This way, at least something can be done without going crazy.
Added 2 minutes ago
By the way, how much time did the Castle retopology take? Can you post a screenshot of the geometry (I mean the mesh) just out of curiosity? Especially the "complex" areas where it's hard to save polygons, like stairs, arches, and so on. I'm interested in how you solve these problems.
I don't plan to change the city screen inside; it's too big a process (in terms of the number of models).
I'm only going to change the city on the adventure map.
I'll show you the mesh, but there's nothing special about it. Since I have a high-poly model from which the texture is baked, I don't need to smooth it out too much, unlike high-poly shading, which isn't very important (because it's correct on the high-poly model).



I know that the character inside has links to color models; that's why I thought it must somehow recognize them.
The main issue right now is that I don't know how to correctly specify the links to models in the file so that they appear on the adventure map. For example, if you build a Fort in the city, the Castle model changes; which file should I modify to achieve the desired result? (I think I came across something like this in the main Haven folder, but I didn't understand how to change it). When we build a Castle, the appearance changes (as well as the Magic Guild and the Capitol).
If I understand correctly, these lines "control" the display on the map when upgrading:
incredible low-poly texturing. would you like to replace the towns on the map with other models that resemble those from Heroes 3?
What I would change is the brick pattern. It's either too subtle or too small; I think in the game, it will look like a solid gray wall.
I think it looks quite interesting!
What I would change is the brick pattern. It's either too subtle or too small; I think in the game, it will look like a solid gray wall.
But changing the texture at this stage is already quite difficult, to be honest.
A question for the regulars: those who have added their own content to the game, how did you save it so that it would be visible in the editor? (I mean specifically new content, not replacing existing content).

P.S. I save the changes when I exit the map, just in case.
index.bin file into the map – for this, you need to open it differently using the Unpack Mod button, and then save the map using the Pack Mod button (you need to enable the advanced map editor for this).
By the way, here you can see what happens if you insert the index.bin from data.pak into the map and don't use an empty file – all files in the window are shown twice.
But it doesn't work yet =)
Unpack and Pack don't work (I press them, then reopen the map, and everything disappears, even though I packed it). Also, the index disappears from Editor\H5MMods\TEST, even though I try to copy it there. After closing the map, it's still there, but after opening it, it disappears (as you wrote). I copied it and packed it into a separate .pak archive in the data folder, and I can open the map editor, load the test map, and there will be a folder created by me. BUT it will only exist in that map.
Ultimately, I need my mesh to be permanently in the game and in the map editor, not just in one map.
That is, the task is not just to copy the index bin, but to modify it by adding my own meshes.
I'm watching Estonian's video ( https://www.youtube.com/watch?v=VuepSHcqWsI ), but it doesn't bring clarity. He simply copied the index from the original (data) to the map; I do the same, and it weighs 29k there. But then he went to his packed archive and took his version of the index from there, which weighs 32k, that is, it already contains his new data with fan objects on top of the original.
Essentially, the video lacks "understanding" - a piece of the process in which the original index was modified and how it was saved and then packed so that it could be used everywhere =(
Very useful information! Thank you!
But it's not working yet =)
Ultimately, I need my mesh to be permanently present in the game and in the map editor, not just on a single map.
That is, the task is not just to copy the index bin, but to modify it by adding my own meshes.






