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Posts from NCF – Extended list of Neutral creatures.

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5 years ago
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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/
In reply to fktifzobr@mail.ru
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5 years ago
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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.
In reply to maksim-2004
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5 years ago
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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!
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5 years ago
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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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5 years ago
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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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5 years ago
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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?
In reply to fktifzobr@mail.ru
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5 years ago
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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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5 years ago
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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.
In reply to fktifzobr@mail.ru
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5 years ago
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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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5 years ago
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In Heroes, the model file structure is like this:

There is a Model file, sometimes it comes without a label, and inside it are links to files:

Material

Skeleton

Geometry

The first file points to a Texture file, which in turn points to a dds file with a normal texture – you can open it and recolor it.

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

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

Take Psatkh'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

               

                              

               

               

               

               

                1

 

 

 

Now about animation:

the AnimSet file

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

animset

               

                              

                                               attack00

                                              

                              

                              

                                               happy

                                              

                              

                              

                                               hit

                                              

                              

                              

                                               idle00

                                              

                              

                              

                                               move

                                              

                              

                              

                                               stir00

                                              

                              

                              

                                               stir01

                                              

                              

               

               

               

               

 

 

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

               

                0C9C5A1E-FC1C-4F9A-A2D5-F5E7C2649C9F

               

                Global

                0

                0

               

                0

                1

               

               

                250

               

 

 

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

In the effect file, there is a link to each attached model, specifically to the ModelInstance file.

effect

               

               

               

                              

                              

                              

                              

                              

               

                false

                1

                2.5

 

Now about ModelInstance:

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

modelinstance

               

               

               

                               0

                               0

                               0.2

               

               

                               0

                               0

                               0

                               1

               

                1

                0

                0

                0

                1

                Head



Effects should be edited through the map editor. When you launch it, the map properties window will automatically pop up. Place a Psatkh creature on the map, select it, and then the map properties window will change 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 select the ellipsis, then open the desired animation (idle) the same way, then the effect, and the required ModelInstance. In it, you need to change the position, rotation, and scale parameters until the model sits correctly.

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5 years ago
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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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5 years ago
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A well-known fact!
In reply to vasik
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5 years ago
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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
5 years ago
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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@mail.ru
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5 years ago
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fktifzobr@mail.ru

in Heroes, the model file structure is like this

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

Material

Skeleton

Geometry

the first file leads to a Texture file, and that one leads to a dds file with a normal texture – you can open and recolor it

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

for models from the original game, these can 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

model file

               

                              

               

               

               

               

                1

 

 

 

now about animation

the AnimSet file

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

animset

               

                              

                                               attack00

                                              

                              

                              

                                               happy

                                              

                              

                              

                                               hit

                                              

                              

                              

                                               idle00

                                              

                              

                              

                                               move

                                              

                              

                              

                                               stir00

                                              

                              

                              

                                               stir01

                                              

                              

               

               

               

               

 

 

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

               

                0C9C5A1E-FC1C-4F9A-A2D5-F5E7C2649C9F

               

                Global

                0

                0

               

                0

                1

               

               

                250

               

 

 

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

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

effect

               

               

               

                              

                              

                              

                              

                              

               

                false

                1

                2.5

 

now about ModelInstance

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

modelinstance

               

               

               

                               0

                               0

                               0.2

               

               

                               0

                               0

                               0

                               1

               

                1

                0

                0

                0

                1

                Head



you need to edit effects 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 change into the 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 on the ellipsis.
A window will open with paths to the model and animset files; also click on the line with animset and choose the ellipsis, then open the desired animation (idle) the same way, then the effect, and the desired ModelInstance. In it, you need to change the position, rotation, and scale parameters until the model sits correctly.


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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