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Posts from Heroes 5 Armageddon’s Blade

4.8 (4 ratings)
In reply to psatkha
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5 years ago
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psatkha
In my opinion, for this case, you need exactly 8.8.8 (one more line above the arrow)!
I don't think three 8.8.8 addresses are the solution because:
Then dots and glitches appear.
5 years ago
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I would add a couple of angels and manticores to the NCF – besides the originals, there are a few creatures based on them – these are cherubs, death angels, Erathian angels, chimera, and ancient thunderbird (I don't know how to translate it correctly, "ancient thunderbird" isn't quite right).

They are currently only available in the "Armageddon's Blade" collection, but this way you could play with them without that collection. Your creatures have very good art, and they would be useful.
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5 years ago
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If 8.8.8 didn't work, then check DXT1 without alpha – as I remember, it was quite simple... I used this method to recolor various textures into a necromantic green (look at my necromantic creatures and the older version of Lucretia as an archangel – I made the fire on her sword necromantic green)... The idea is this: you open, say, the red channel, select everything, then desaturate it, and then paint over it or adjust the color palette... Also, in some cases, you need to manually remove the alpha channel – unfortunately, I don't have access to Photoshop right now, so I can't check it myself.
In reply to psatkha
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5 years ago
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Waterfall_13, could you share a screenshot of the alpha channel? Maybe the issue is simply with it. I suspect that the alpha channel might not have been drawn correctly. However, I could be wrong. How did you create the alpha channel? Did you select the black areas in the image and then fill them in on the alpha channel? If so, try this instead: simply copy the original image and paste it onto the alpha channel. It will become black and white on the alpha channel. Then, adjust the brightness to your liking.

Added 10 minutes later
There's also the possibility that you need to edit the export settings of the image, or the xdb file that controls the texture or material. I don't remember exactly, but there was a function there that controlled how the alpha channel is handled. There are different values, including normal transparency processing or just a hard "visible/not visible" setting. You need to look and compare how these xdb files are configured for different materials and textures.
In reply to zahar0z
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5 years ago
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zahar0z
Waterfall_13, can you share a screenshot of the alpha channel? Maybe the problem is just with it?

I suspect that the alpha channel was not drawn correctly. However, I might be wrong.
How did you create the alpha channel? Did you select the black areas in the image and fill them with a solid color on the alpha channel?

If so, try this instead: simply copy the original image and paste it onto the alpha channel. It will become black and white on the alpha channel. Then, adjust the brightness to your liking.

Added 10 minutes later
There is another option: you might need to edit not the image export settings, but the xdb file that controls the texture or material. I don't remember exactly, but there was a function there that controlled the actions with the alpha channel. And there are different values, including normal transparency processing or just a hard "visible/not visible" setting. You need to look and compare how these xdb files are configured for different materials and textures.

The Archangel's Sword and, I think, the Inferno horses have fire textures without an alpha channel... I remember spending some time figuring this out, but as usual, it turned out to be very simple - you just need to save it in the correct format - the DDS plugin can definitely do that!
In reply to psatkha
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5 years ago
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psatkha
If 8.8.8 didn't work, then check DXT1 which has no alpha.
DXT1 didn't work either (yes, I also modified it for DXT1 in the xdb, and I chose the DXT1 settings based on the texture of the Archdevil, which is in DXT1).

Added 41 seconds ago
zahar0z
Waterfall_13, can you send a screenshot of the alpha channel? Maybe the problem is just with it?

I suspect that the alpha was simply drawn poorly. However, I may be wrong.
How did you create the alpha? Did you select black on the image and then fill it on the alpha channel?

If so, try instead simply copying the original image and pasting it onto the alpha channel. It will become black and white on the alpha channel. Then adjust the brightness to your liking.

Added 10 minutes ago
There is also a possibility that you need to edit not the image export settings, but the xdb file that controls the texture or material. I don't remember exactly, but there seemed to be a function there that controls actions with the alpha channel. And there are different values. Including normal transparency processing or just a hard "visible/not visible". You need to look and compare how these xdb files are configured for different materials and textures.
First, let's start with the fact that the original sequence (10 fire textures and 2 glow textures) does not have an alpha channel, and it works correctly =)
Secondly, if you add a solid alpha channel, it will be a black square, which is logical.
Thirdly, if you start customizing the alpha channel to suit your needs, you will get what I showed, that is, black edges, which is also quite logical because I cannot perfectly adjust the transparency with the alpha.

Actually, I was saying that I think the problem is that Photoshop might be opening them incorrectly, or I don't know what the problem is.
When opening the original fire00 texture in Paint.NET, nothing is displayed at all.

When opening in Photoshop, I have black edges.

These textures (original) do not have an alpha channel.

At the moment, the best option that can be devised, but which I don't like, is to manually create my own alpha for TF8888, then we see the effect as I showed in the screenshot in the comment above, where it seems to be purple, but the edges are black.

I can't create a beautiful alpha so that all pixels are transparent with the desired intensity, I'm not an artist -_-
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5 years ago
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XDB doesn't need to be adjusted; you just need to save the DDS file in the correct format!
In reply to psatkha
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5 years ago
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psatkha
That's how I recolored various textures into a necromantic green (look at my necromantic creatures and also at the early version of Lucretia as an archangel - I made the fire on her sword necromantic green)... the idea is this: you open, say, a red texture, select everything, then desaturate it, and then paint over it or adjust the color palette... and in some cases, you also need to manually remove the alpha channel - unfortunately, I don't have access to Photoshop right now, so I can't check it myself.
In short, I managed to do it =)
I didn't quite understand how to color using a color palette, but I did it my own way:
I took a clean original as a basis. Then I changed its color using the Hue/Saturation function. After that, I created a duplicate layer and applied the Black/White function to it. I copied the resulting layer, created an alpha channel, and pasted the copied layer into it. I disabled the duplicate channel and saved the file in the original format, which was TF_8888 (where 8.8.8.8 is).
I did the same with the two Glow10 textures.


I am completely satisfied with the result, and it pleases me. I think this is the right path to follow. Now I can make "Supreme Archdevils" with blue flames =)

There's only a little left to do: edit ALL the animation files so that the purple blade is not only in the idle animation but also in other animations (otherwise, when performing another command, it turns red again) =)

(nervously twitching eye)
In reply to Waterfall_13
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5 years ago
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Waterfall_13


I can't seem to create a nice alpha so that all the pixels are translucent with the right intensity; I'm not an artist -_-
Just copy the fire image and paste it onto the alpha channel. The image will become black and white. And there you have it – a beautiful semi-transparent alpha.
Here, you have harsh edges on the alpha, so part of the black will be visible.

Added 5 minutes later
Waterfall_13
After that, I created a duplicate layer and applied the Black/White function to it. I copied the resulting layer, created an alpha channel, and pasted it into it.


That's exactly what I was telling you. You didn't even need to make the layer black and white. When you paste an image onto the alpha channel, it automatically becomes black and white.
In reply to zahar0z
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5 years ago
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zahar0z

When you insert an image into the alpha channel, it automatically becomes black and white.
Got it, thanks =)

Added 7 hours 49 minutes ago
Working on animations for the Archdevils:








Added 13 hours 50 minutes ago
Added Phoenixes to "Elemental Fusion"

Does anyone know how to set the game to a default state where all creatures are available for recruitment? (Yes, you can set this selectively or all in the map editor, but that's not what I need. I need it so that I don't have to do this manually every time I create a random map, I need it so that when you go there on any non-scripted map and random map, all creatures are available in the building)
The creatures are arranged by Tiers:
1: none yet
2: air elementals
3: water elementals
4: fire elementals
5: earth elementals
6: none yet
7: Phoenixes
And here's how it is now...
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5 years ago
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I started creating a registry of added and future artifacts here. But a question arose about what these two lines mean. I have a rough idea about the first one, but I'm not sure, and I have no clear understanding of the second one. :
TitleContent



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5 years ago
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Isn't this for duels? Although I don't remember well how duel presets are created and whether the sum of artifact values is considered there. But maybe it's a feature that didn't make it into the release, if that's the case. 🤷‍♂️
In reply to Ment
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5 years ago
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Ment
Isn't this for duels? Although I don't remember well how duel presets are formed and whether the sum of artifact values is considered there. But maybe it's a feature that didn't make it into the release, if not. 🤷‍♂️

I don't know, I somehow initially thought about the value of the drop (chance) in random boxes and the artifact shop.

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