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Posts from NCF – Extended list of Neutral creatures.

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Returning to the topic of headbutting.

Everything is as I expected.

It's quite easy to add an animation to the "Lizard Bite" ability.

For example, in the file with top-tier creatures and demonic steeds, there's a monster. It's completely taken from the map, but instead of replacing something, it's now a separate creature, and a very strong one at that, level 9.

When extracted "as is," its secondary attack looks like this: it simply spreads its arms, stands there, and deals damage.

I did the following:

In the file
new_creatures/.../Behemoth/animset/creature.(AnimSet).xdb

I added the following after the existing entries:


specability


From this point on, the monster starts to headbutt with its secondary attack, just like with its regular attack, which is much more interesting than before.
I'm not entirely sure how to create my own animations, but this way, you can implement a Headbutt ability (like the demons do in Heroes of Might and Magic 3).



Added 32 minutes later
There's also this: how do you get the animation data? It either references /Animations/....x.ma or H5A0/..., and I can't find these folders.
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vasik
Going back to the topic of butting heads.

Everything is as I expected.

It's quite easy to add an animation to the "Lizard Bite" ability.

For example, in the file with top-tier creatures and demonic steeds, there's a monster. It's completely taken from the map, but instead of replacing something, it's now a separate creature, and a very strong one, level 9.

When taken "as is," its secondary attack looks like this: it just spreads its arms, stands there, and deals damage.

I did the following:

In the file
new_creatures/.../Behemoth/animset/creature.(AnimSet).xdb

I added the following after the "erase" section:


specability


From this point on, the monster starts to properly "butt" with its secondary attack, just like with its regular attack, which is much more interesting than before.
I'm not entirely sure how to create my own animations, but this way, you can create a "Butting Heads" attack (like the demons do in Heroes of Might and Magic 3).



Added 32 minutes later
There's also this: how do you get the animation data? They either reference /Animations/....x.ma or H5A0/..., and I can't find these folders.
Adding animations in this way has been known for a long time!

Of course, because they are hidden under strange names inside the bin folder
С уважением, }{0TT@6bI4
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specability

This thing references a file in the same folder as itself, and within that file, the code corresponding to the file name in the bin folder is specified.

Мои мини-моды

Мод RTF

Мои NCF существа
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Is there any information about what programs can open these .bin files or what they are made with?
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It seems Zakhar wrote somewhere about what to do with them. If I'm not mistaken, you need to open these files with Archange, convert them to obj, and then continue working with them. Correct me if I'm wrong.
С уважением, }{0TT@6bI4
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}{0TT@6bI4
It seems Zakhar wrote somewhere about what to do with them. If I'm not mistaken, you need to open these files with Archange, convert them to obj, and then work with them further. Correct me if I'm wrong.
This is for geom files, and animations and skeletons seem to be in gr2 format.
Мои мини-моды

Мод RTF

Мои NCF существа
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vasik
Is there any information about what program can open these .bin files or what they are made with?
This is an animation file from Granny version 2.5.0.5.

By the way, Esto100nec1 also works with animations - try asking him!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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There is no animation for the use of abilities by ghosts and specters, but spirits do have one – when using the invisibility ability, ghosts and specters just stand still, while spirits shuffle their feet and become invisible. How can this be fixed? In other words, can ghosts and specters be given the animation of spirits?
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Take a look at the animation set for spirits and ghosts (AnimSet) and add any missing animations, as described above in vasik's example.
С уважением, }{0TT@6bI4
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Take a look at the animation set for ghosts and specters (AnimSet) and add any missing animations, as described above in vasik's example.

What is the path to this file? Is it _(AnimSet)/Creatures/Necropolis/...?
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}{0TT@6bI4
No, it seems to be Character/Creatures/Necropolis/...

There are many unit sections there; where exactly should I make the correction?
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Find the same one for the Spirits, and in the properties of Ghosts and Specters, after the last element, add the element `` (as in the animations above). In BasicSkelAnim, copy the one that the Spirits have in the "invisibility" animation (specability?).
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С уважением, }{0TT@6bI4
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Find the same for the spirits, and in the properties of ghosts and specters, after the last element, add the element (as in the animations above). In BasicSkelAnim, copy the one that the spirits have in the "invisibility" animation (specability?).
I tried everything, but nothing changed. Maybe I did something wrong? Maybe it's simpler; add the modified animations for ghosts and specters here and upload them, and I'll see what I did wrong. Please don't judge me harshly; I'm not an expert in this.

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