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Posts from МОД: Клинок Армагеддона / Armageddon's Blade Auto-translation in progress

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#189
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Ment
Let's try filming a new scene, with a pompous guy against the backdrop of tongues of flame...
But seriously, I liked the original scene more than the cyclops. It had a certain epic and philosophical feel to it.
And here's a new MOD with the Ashan map from Heroes of Might and Magic 7... I really liked it, and I shared the link with all my (non-forum) friends... 75% of them liked it!
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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#190
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psatkha
And here's a new MOD with the Ashan map from the 7th installment... I really liked it, and I sent the link to all my friends (outside the forum)... 75% of them liked it!

Thanks, I saw it.
For now, I'm thinking of sticking with the original 3.1... but maybe someday I'll create something original. Until I create a couple of portal models and a Castle for the Conflux city, there's no point in moving in that direction =)
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#192
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I really like the menu in the style of Heroes 3!!! :D
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#193
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xuxo
I really like the menu in the style of Heroes 3!!! :D

I spent more than a week figuring out what/where/how things work through trial and error, and I'm glad that I'm not the only one who is happy with the result.
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#195
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Hello everyone, I've uploaded a new version of Heroes of Might and Magic 5 Armageddon's Blade v12.12.2020 - LINK TO GOOGLE DRIVE

Tests on another computer showed that it is desirable to have the original version 3.1 installed, and before running my version, you need to delete the Heroes folder in the C drive, where the profile data is stored. Then the game will start.

And also, it may happen that when you start the game, you will see this screen (screenshot number 1). This means that your current screen resolution is less than 1920x1080, most likely the initial one that is automatically set during the first launch, calculated for the old screen sizes that were in 2008 (this is 1024 x 768). You can press Alt + Enter, then windowed mode will turn on (screenshot number 2), and in windowed mode, you can drag it to the right and see the buttons (screenshot number 3).

(Screenshot 1)


Press Alt + Enter (Screenshot 2)

Then drag the window from the right edge (Screenshot 3)

So, there are some interface nuances... I made it for 1920x1080, so at the native resolution of the game 1024x768, the buttons are not visible... they start at 1100. All this will have to be done at the very beginning, once, and then the game will remember what you set in the settings 1920x1080 and everything will work correctly.


You can view all the changes that have occurred since version 10.10.2020 and read them in the notepad - Notepad

Starting from 11.10.2020 and further


Briefly about the main points:
1) New main menu interface in the style of Heroes 3
2) Canonical return of the Death Knights to their native Necropolis. The visual appearance of the Death Harbingers has been changed to level 3 (stats of specters, appearance of undead).
3) Canonical return of Minotaurs to level 5 and Manticores to level 6 in the Dungeon... Level 3 now features Shadow Lords (archers) instead of Gloom Stalkers (archers).
4) Significant increase in the number of hero skills for each Faction (and some class perks have moved to a branch and are now available to everyone)
5) 3 new General perks have appeared, and they are quite strong, so you will need at least 12 levels and 2 branches to access them.
6) A new alternative center perk has appeared for the Dungeon.
7) A Super perk has appeared for the Necropolis (it is not alternative; access to it is through the center perk).
8) 3 more level 40 heroes have been added to Duel mode.
9) Wyverns now receive points of Blood Wrath and have their own bonuses for levels 1, 2, and 3 of Blood Wrath.
10) A bug with Barbarian Education has been fixed, where when reducing the Mentor's skill, the bonuses to primary characteristics remained (now they disappear along with the skill).
11) Several enhancements have been made for alternative upgrades that were weaker than their counterparts.
12) The price of some Relic artifacts has increased, and many artifacts that gave some bonus but did not increase primary characteristics now give a small bonus to primary skills.
13) The Logistics specialization has been nerfed (now at level 20, the bonus is +7.5%, and at level 40, +15% to movement points).
14) Several spells have been moved to lower levels (Protection from Arrows to 2, Earthquake to 2, Anti-Magic to 3, Blind to 3).
15) Some spells have become more noticeable in early leveling (Bloodlust, Weakness, Earthquake). But Protection from Arrows has become weaker, as it is now level 2 and can be learned by any hero who does not possess Light magic. And any hero who has learned "Wisdom" can learn Anti-Magic and Blind.

I hope for your feedback, especially if you manage to play in multiplayer.
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#197
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A new patch v27.12.2020 has been uploaded to Google Drive. Changes: - Fixed the "Lucky Charm" ability for the Demon. - Fixed the hero Kilgor, who incorrectly had a Barbarian education. Now it's a regular education. - Fixed the speed of Archdemons. Artifacts: - Ring of Banishment (now costs more, but also adds +2 to Magic and +2 to Knowledge, in addition to what it already provided). - Ring of Lightning Protection (now costs 1000 more, but also adds +1 to Defense). - Elemental Girdle has been renamed to Ring of Elementals (now costs more, but also adds +2 to Magic and +2 to Knowledge, in addition to what it already provided). The descriptions of the above artifacts have been edited. And for dessert, here are a couple of FRFB (Fastest Run, Fastest Build) videos for this mod: One step away from victory? Heroes 5 Armageddon's Blade. FRFB 01. This temptress is too hot for Adel. Heroes 5 Armageddon's Blade. FRFB 02.
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#198
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True, the model isn't for the game; it's being made for 3D printing (4 million triangles).

Added 10 hours and 42 minutes ago
The Heroes 5 Armageddon's Blade patch v02.01.2021 has been uploaded to Google Drive - CLICK HERE

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#199
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Tried to change the flame color on the High Archangels' blade from red to purple, but even though the entire sequence was rewritten to use duplicate purple fire textures, it doesn't work. I was digging through the files and found that the particle effect ultimately references a UID, and as I understand it, this is a pre-baked animation. Is it possible to change the color of creature effects in any way, or does it all go through the UID? I need to change not only the Archangels' sword but also the burning effect on the bodies and axes of the Archdevils to a blue flame. UPD: Well, something worked, but it turned out strangely. https://i.imgur.com/D9gKJCS.png I'm just changing the Hue/Saturation, but they don't have an alpha channel, which is very strange because if you open the original, it also doesn't have an alpha channel, but the black background isn't displayed in the game, and only the red is visible, creating the flame effect. In my case, I'm changing the color to purple, but the game takes the black background into account and displays it, which makes it look bad. At the same time, I'm saving the .dds file in the same way as the original.
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#201
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psatkha
As far as I remember, the fire texture is saved without a mask...
I tried without alpha... it's the same.
I usually save textures for heroes in TF_8888 in ARGB, but this time I also tried 8888 QWVU (although I don't know what that is).


Ugh, the most realistic option, as I see it, is to manually work on each image, creating an alpha channel... but there are gradients... it still doesn't look natural, not like the original.

Title
In short, this is a waste of time. We already have a configured flame with excellent transparency in the game, and I'll have to spend a lot of time repainting and working with the alpha channel for something that already exists, and it will probably look worse. I think the problem is purely in the format conversion... I think it might be possible to change a ready-made RED texture without an alpha channel but with transparency (probably just everything black is cut out) to purple, so as to preserve the transparency, so as not to redo almost everything from scratch.
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#202
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It looks interesting, almost as if it's emitting smoke.
In general, it seems like the semi-transparent pixels here become opaque (while completely transparent pixels remain completely transparent).
I had the exact same issue when I was creating gelatinous druids. In the xdb file, which controls the texture, you need to correctly specify the alpha parameter – and the correct way to do this is the same as with Necromancer ghosts; their semi-transparency works perfectly.
 

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#203
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In my opinion, for this case, 8.8.8 is exactly what’s needed (one line above the arrow)!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1