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Posts from NCF – Extended list of Neutral creatures.

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#2291
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maksim-2004
Comrades! Is there a guide that teaches how to create creatures? How to work with models and their stats?
I don't think so. I used to just delve into the mods by psatkha; everything is organized neatly there (okay, I'm lying, I delved into Polish mods – after that, the mods by psatkha look like an ideal manual).

Added 8 minutes later
zahar0z created a great template for creatures with instructions; perhaps it explains everything there (I haven't read the instructions) /topic/at/1173731/
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#2292
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Of course, thank you, but it mainly concerns importing models. I'm talking about creating an NCF file for a creature from scratch.
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#2293
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maksim-2004
Of course, thank you, but it mainly concerns importing models. I'm talking about creating an NCF creature from scratch.
Well, as the esteemed comrade fktifzobr@mail.ru said, it's not about my instructions based on the methodology of the esteemed comrade CrazyPill, but about tinkering with some of my creations... For creating from scratch, I recommend starting with a simple template, for example, with gargoyles like this one - Malachite Gargoyle or this one - Lapis Lazuli Gargoyle

You choose an unused ID (here - http://heroescommunity.com/viewthread.php3?TID=27275&pagenumber=1 - you need to first look at the range on the first page, and then look at the messages at the end, as the list hasn't been updated for a long time) and go for it... these creatures only have a different texture and different abilities... i.e., for understanding how it works, it's the best option!
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

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#2294
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And what program should I use to work with models and textures, and in which file should I modify the creature's stats?
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#2295
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For textures, use any graphics editor that supports saving in dds format; Adobe Photoshop is best. For models, read the posts by Zahar and Psathi. The characteristics of a creature are defined in the corresponding file with a strictly defined structure; you can read about this in the article by Dredknight on the fandom wiki (about NCF and adding creatures to it).
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#2296
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maksim-2004
What program should I use to work with models and textures, and in which file should I modify the creature's stats?
Textures are edited in Photoshop with a DDS plugin; as an old-school user with a potato PC, I use Paint.NET.
By the way, what does "ттх" mean? Tactical and technical characteristics?
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#2297
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Yes, stats are a characteristic.

Added 1 hour 59 minutes ago
fktifzobr@mail.ru
Textures are edited in Photoshop with a DDS plugin; as an old-school user with a potato PC, I use Paint.net.
By the way, what are stats? Tactical and technical characteristics?
And what editor do you use for working with models?
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#2298
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maksim-2004
Yes, stats are characteristics.

Added 1 hour 59 minutes ago
And what about an editor for working with models?
... The trick is that if you don't need to port a model from another game, then you don't need an editor either; mods with standard models only use text files (XDB) with codes and links.
If you need to port a model, then everything is described in the guides by Psathi and Zahara, including the programs.

Added 45 minutes ago
I lied - you can view models with animations in the map editor, and it's convenient to create effects there.
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#2299
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fktifzobr@mail.ru
...The trick is that if you don't need to port a model from another game, you don't need the editor either; mods with standard models only use text files (XDB) with codes and links.
If you need to port a model, then everything is described in the guides by Psathi and Zahar, including the programs.

Added 45 minutes later
I lied - you can view models with animations in the map editor; it's also convenient to create effects there.
But how can I then change the model itself? Add weapons, change the colors, etc., or add effects?
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#2300
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In Heroes, the model file structure looks like this

There's a Model file, sometimes it comes without a label, and inside it there are references to files

Material

Skeleton

Geometry

The first file leads to a Texture file, which in turn leads to a dds file with the actual texture — you can open it and recolor it

Skeleton and Geometry contain model data, namely codes referencing the skeleton and the model

For models from the original game, these may be written directly into the Model file itself

Take the Psathi mod and try to find such a file there

You can even reference files from the original game, like the Revenger does

model file

<?xml version="1.0" encoding="UTF-8"?>

<Model>

                <Materials>

                               <Item href="Revenger.(Material).xdb#xpointer(/Material)"/>

                </Materials>

                <Skeleton href="/Characters/Creatures/Necropolis/AlternativeUpgrade/SkeletonWarrior-skel.xdb#xpointer(/Skeleton)"/>

                <Geometry href="/Characters/Creatures/Necropolis/AlternativeUpgrade/SkeletonWarrior-geom.xdb#xpointer(/Geometry)"/>

                <Animations/>

                <WindPower>1</WindPower>

</Model>

 

 

 

Now about animation

The AnimSet file

Inside this file, paths to files responsible for different animations are recorded

animsets

<AnimSet>

                <animations>

                               <Item>

                                               <Kind>attack00</Kind>

                                               <Anim href="Revenger-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>happy</Kind>

                                               <Anim href="Revenger-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>hit</Kind>

                                               <Anim href="Revenger-arena-hit.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>idle00</Kind>

                                               <Anim href="Revenger-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>move</Kind>

                                               <Anim href="Revenger-arena-move.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>stir00</Kind>

                                               <Anim href="Revenger-arena-stir00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>stir01</Kind>

                                               <Anim href="Revenger-arena-stir01.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                </animations>

                <ExpSrcScene/>

                <ExpSrcClipFolder/>

                <ExpRootTransform/>

</AnimSet>

 

 

Inside each animation there's also a numeric code responsible for it, a path to the sound file, and a path to the EFFECT file

individual animation

<?xml version="1.0" encoding="UTF-8"?>

<BasicSkelAnim>

                <SrcName href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T1_SkeletonWarrior/SkeletonWarrior.mb"/>

                <uid>0C9C5A1E-FC1C-4F9A-A2D5-F5E7C2649C9F</uid>

                <ExpSrcClip href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T1_SkeletonWarrior/Animations/Clip/SkeletonWarrior.idle00.ma"/>

                <ExpRootTransform>Global</ExpRootTransform>

                <ExpFrameFirst>0</ExpFrameFirst>

                <ExpFrameLast>0</ExpFrameLast>

                <ExpSettingsFile href=""/>

                <MovementSpeed>0</MovementSpeed>

                <SpeedFactor>1</SpeedFactor>

                <Sound href="/Sounds/_(Sound)/Creatures/Necropolis/T1/idle00.xdb#xpointer(/Sound)"/>

                <Effect href="/Effects/_(Effect)/Characters/Creatures/Neutral/H5A0/Revenger/idle.(Effect).xdb#xpointer(/Effect)"/>

                <SpeedLineFallTime>250</SpeedLineFallTime>

                <SpeedLineMaterial/>

</BasicSkelAnim>

 

 

To start, you need to practice on models with ready-made effects, for example the Revengers have a helmet attached, a shield, left and right pauldrons, and a sword

The effect file contains a reference to each attached model, more precisely to a ModelInstance file

effect

<?xml version="1.0" encoding="UTF-8"?>

<Effect>

                <Instances/>

                <Lights/>

                <Models>

                               <Item href="Revenger_helmet.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_LC.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_RC.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_sword.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_shield.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                </Models>

                <WindAffected>false</WindAffected>

                <WindPower>1</WindPower>

                <Duration>2.5</Duration>

</Effect>

 

Now about ModelInstance

These files contain the path to the attached model, its position along xyz, rotation around those same axes, scaling, and bone attachment

modelinstance

<?xml version="1.0" encoding="UTF-8"?>

<ModelInstance>

                <Model href="Revenger_helmet.(Model).xdb#xpointer(/Model)"/>

                <SkelAnim/>

                <Position>

                               <x>0</x>

                               <y>0</y>

                               <z>0.2</z>

                </Position>

                <Rotation>

                               <x>0</x>

                               <y>0</y>

                               <z>0</z>

                               <w>1</w>

                </Rotation>

                <Scale>1</Scale>

                <Offset>0</Offset>

                <CycleLength>0</CycleLength>

                <CycleCount>0</CycleCount>

                <GlueToBone>1</GlueToBone>

                <GlueToNamedBone>Head</GlueToNamedBone>

</ModelInstance>



Effects need to be edited through the map editor — when you launch it, the map properties window will pop up automatically. Place the Psathi creature on the map, select it, and then the map properties window will turn into an object properties window. Find the line with the path to the mapobject file, click on the path, and a button with an ellipsis and a New button will appear — click the ellipsis.
A window with paths to the model and animset files will open. You also need to click the animset line and select the ellipsis, then do the same to open the desired animation (idle), then the effect and the required ModelInstance. In it, you need to change the position, rotation, and scale parameters until the model sits properly.

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#2301
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Important note: empty lines are not allowed in XML, they should be removed. Following the example of comments and ifrits, see http://c2n.me/49PdxzY. There should be no lines where the arrows are; tags should follow each other without empty lines.
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#2302
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A well-known fact!
С уважением, }{0TT@6bI4
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#2303
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vasik
That's a valid point; empty lines are not recommended in XML and should be removed.

Following the example of comments and ifrits, see http://c2n.me/49PdxzY. Where the arrows are, there shouldn't be lines; the tags should follow each other without empty lines.
This is an interesting bug; I'm encountering it for the first time.
Regarding the extra lines in my message, I can only say that it's not a bug in the file, but a bug in the message itself. The extra lines are everywhere except for the very last paragraph (apparently, the wide line spacing from Word turned into new lines... I don't know).
But the issue with the ifrit is more interesting – I don't understand why they appeared! Previously, I encountered a different bug: the absence of line breaks, meaning all the text was written in one line.
And if there were line breaks, but the text editor didn't see them, then it turns out I might have duplicated all the line breaks simply because I was using a buggy notepad... that's incredibly annoying
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#2304
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Ghost creature based on the left creature. (creature 993)

Slightly improved some old ones, will update tomorrow.
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In reply to fktifzobr
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#2305
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fktifzobr@mail.ru

in Heroes the model file structure looks like this

there is a Model file, sometimes it comes without a label, inside it there are links to files

Material

Skeleton

Geometry

the first file leads to a Texture file, which in turn leads to a dds file with the actual texture – you can open it and recolor it

Skeleton and Geometry contain model data, namely codes that reference the skeleton and the model

for models from the original game they may be written directly into the Model file itself

take Psatkha's mod and try to find such a file there

you can even reference files from the original game like the Revenger does

model file

<?xml version="1.0" encoding="UTF-8"?>

<Model>

                <Materials>

                               <Item href="Revenger.(Material).xdb#xpointer(/Material)"/>

                </Materials>

                <Skeleton href="/Characters/Creatures/Necropolis/AlternativeUpgrade/SkeletonWarrior-skel.xdb#xpointer(/Skeleton)"/>

                <Geometry href="/Characters/Creatures/Necropolis/AlternativeUpgrade/SkeletonWarrior-geom.xdb#xpointer(/Geometry)"/>

                <Animations/>

                <WindPower>1</WindPower>

</Model>

 

 

 

now about animation

the AnimSet file

inside this file paths to files responsible for different animations are written

animsets

<AnimSet>

                <animations>

                               <Item>

                                               <Kind>attack00</Kind>

                                               <Anim href="Revenger-arena-attack00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>happy</Kind>

                                               <Anim href="Revenger-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>hit</Kind>

                                               <Anim href="Revenger-arena-hit.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>idle00</Kind>

                                               <Anim href="Revenger-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>move</Kind>

                                               <Anim href="Revenger-arena-move.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>stir00</Kind>

                                               <Anim href="Revenger-arena-stir00.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                               <Item>

                                               <Kind>stir01</Kind>

                                               <Anim href="Revenger-arena-stir01.xdb#xpointer(/BasicSkelAnim)"/>

                               </Item>

                </animations>

                <ExpSrcScene/>

                <ExpSrcClipFolder/>

                <ExpRootTransform/>

</AnimSet>

 

 

inside each animation there is also a numeric code responsible for it, a path to the sound file, and a path to the EFFECT file

individual animation

<?xml version="1.0" encoding="UTF-8"?>

<BasicSkelAnim>

                <SrcName href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T1_SkeletonWarrior/SkeletonWarrior.mb"/>

                <uid>0C9C5A1E-FC1C-4F9A-A2D5-F5E7C2649C9F</uid>

                <ExpSrcClip href="/H5A2/Creatures/AlternativeUpgrades/Necropolis/T1_SkeletonWarrior/Animations/Clip/SkeletonWarrior.idle00.ma"/>

                <ExpRootTransform>Global</ExpRootTransform>

                <ExpFrameFirst>0</ExpFrameFirst>

                <ExpFrameLast>0</ExpFrameLast>

                <ExpSettingsFile href=""/>

                <MovementSpeed>0</MovementSpeed>

                <SpeedFactor>1</SpeedFactor>

                <Sound href="/Sounds/_(Sound)/Creatures/Necropolis/T1/idle00.xdb#xpointer(/Sound)"/>

                <Effect href="/Effects/_(Effect)/Characters/Creatures/Neutral/H5A0/Revenger/idle.(Effect).xdb#xpointer(/Effect)"/>

                <SpeedLineFallTime>250</SpeedLineFallTime>

                <SpeedLineMaterial/>

</BasicSkelAnim>

 

 

to begin with, you should practice on models that already have effects attached, for example the Revengers have a helmet, shield, left and right shoulder pads, and a sword attached

the effect file contains a link to each attached model, more precisely to a ModelInstance file

effect

<?xml version="1.0" encoding="UTF-8"?>

<Effect>

                <Instances/>

                <Lights/>

                <Models>

                               <Item href="Revenger_helmet.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_LC.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_RC.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_sword.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                               <Item href="Revenger_shield.(ModelInstance).xdb#xpointer(/ModelInstance)"/>

                </Models>

                <WindAffected>false</WindAffected>

                <WindPower>1</WindPower>

                <Duration>2.5</Duration>

</Effect>

 

now about ModelInstance

these files contain the path to the attached model, its position along xyz, rotation around those same axes, scaling, and bone attachment

modelinstance

<?xml version="1.0" encoding="UTF-8"?>

<ModelInstance>

                <Model href="Revenger_helmet.(Model).xdb#xpointer(/Model)"/>

                <SkelAnim/>

                <Position>

                               <x>0</x>

                               <y>0</y>

                               <z>0.2</z>

                </Position>

                <Rotation>

                               <x>0</x>

                               <y>0</y>

                               <z>0</z>

                               <w>1</w>

                </Rotation>

                <Scale>1</Scale>

                <Offset>0</Offset>

                <CycleLength>0</CycleLength>

                <CycleCount>0</CycleCount>

                <GlueToBone>1</GlueToBone>

                <GlueToNamedBone>Head</GlueToNamedBone>

</ModelInstance>



effects need to be edited through the map editor, when you launch it the map properties window will pop up automatically, place Psatkha's creature on the map, select it, and then the map properties window will turn into an object properties window, find the line with the path to the mapobject file, click on the path, a button with an ellipsis and a new button will appear – click the ellipsis
a window with paths to the model and animset files will open, you also need to click on the animset line and choose the ellipsis, then open the desired animation (idle) the same way, then the effect and the needed ModelInstance, in which you need to change the position, rotation, and scale parameters until the model sits properly


Honestly, this or something similar should be saved somewhere prominent, everything is described in great detail and could be useful for beginners. 
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