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

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#249
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Waterfall_13
 
Okay, let's say "Sword of Justice" should look like an archangel's blade:
1) Get the creature model.
2) Load it into a 3D editor.
3) Cut out only the sword.
4) Without changing the geometry or UV mapping, export it from the 3D editor.
5) Load it back into the map editor.
6) Apply the archangel's texture (since the UV mapping hasn't changed, the sword should get its own coloring).

Done.
That's roughly how I imagine this process.
That's pretty much it.

Only, you'll have to use not just one generic "3D editor," but a couple of programs. Archangel for exporting the model to obj. Max or Blender for editing. And Maya 6.0 for importing into the game.

But, overall, there's nothing too complicated about it. These issues are described in the Manuals.
Just be prepared to put in some effort to figure things out. And that occasionally, inexplicable bugs and errors will pop up.
Good luck, in any case. 

Added after 59 seconds
And you'll also have to adjust the sword's position slightly so that it's positioned like an artifact. But these are all minor details.
You just need to export the model of some artifact from the game and adjust the sword that was cut from the archangel's model to fit its position.

Added after 9 minutes
Also, if you need the artifact to rotate like regular artifacts in the game.
I'm not 100% sure, but it seems like this is done through bones. So, you need to export the artifact model with a skeleton, using the Archangel program in SMD format. Then import it into Max. Add your sword, which was cut from the archangel, to this bone structure, and attach it to a bone using a skin modifier. If there's only one bone, a complete attachment will be created automatically. So, nothing complicated. And then export everything into the game as any attached model, using Maya 2009 and 6.0.

Added after 5 minutes
It sounds more complicated than it actually is.
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#250
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I once took a model from the Scarecrow. And I gave it the skeleton and animation from an artifact. And it rotated like a normal artifact. Would that work?
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#251
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Probably. Possibly. To be honest, I haven't checked how the rotation animation for the artifact is implemented.
You can check this by assigning the artifact's animation to some creature. If it rotates, it means the artifact rotates around the global bone, which all objects have. In this case, no special binding is needed; you can simply make the new artifact's model a child of the global bone (which you'll need to do anyway for correct import into the game).
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#253
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Uploaded the new version 11.02.2021 to Google Drive – you can download it HERE

You can see the changes HERE

After version 31 and later:


Alert! I discovered that the *strike* animations for knights, demons, and several vampire heroes are broken; I can't figure out why... I'll try to fix it in the future.
UPD: I think I found the problem; the strike animation breaks for heroes to whom I assigned an alternative class, for example, a knight becomes a priest, a demon becomes a chaos lord, and a necromancer becomes a death knight.
At the same time, all animation settings are correct; I checked many times. I can't understand the reason. I can replace the strike mechanic with a ranged attack mechanic for these heroes.
Apparently, I will have to do this for all melee heroes whose class will be changed to an alternative one.
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#254
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Slightly off-topic regarding the latest updates.
I noticed in your list of changes that the dodge skill was moved from level 3 to level 2.

Is this a bad update? The spell is buggy, but before, to make the AI stutter, you needed a hero with Light Magic, either on your side or the AI's, to annoy the AI, and it was harder to find in outer sanctuaries if it was level 3. Will this patch make it too easy, resulting in constant AI stuttering or bugging out?
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#255
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vasik
Slightly off-topic regarding the latest updates.
I noticed in your list of changes that the Dodge skill was moved from level 3 to level 2.

Isn't this a bad update? The spell is buggy, but before, to make the AI act strangely, you needed the Light Magic skill on the AI hero or on your own, and it was harder to find in outer shrines if it was level 3. Will this patch make the game constantly frustrating or buggy?
He used it often even before. However, in my build, it says:

So the bot isn't just messing around with Dodge.
For example, I tested FRFB, and the bot started with a Phantom, then positioned a Tomb under a Colossus and cast Fireball on it =)


I think a new AI was released (I saw some threads), you can try installing it, but I haven't tested it yet.

I haven't encountered the extreme stupidity you described. The bot also likes low-level Chaos magic (levels 1-3).

Added 21 hours 25 minutes ago
Today, the .Exe of Armageddon's Blade is getting its third patch. I spent half a day on it, but the result is worth it =). Introducing the 180th creature (with permission from the author of FEM - footman), Snipers in the Order faction.
This creature is tier 2, and its strength is already equal to tier 3, but it costs 1.5 times more (the price might increase further, but for now, it's like that).
I'm not sure yet, but maybe I should create "Royal Arbalests" with a double shot as a counter to it... but they have accurate shots (overpowered), so for now, no, I won't =)

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#256
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If the idea is that this creature is the third upgrade, then you can make it so that a third-level building needs to be constructed to hire it. To do this, simply remove the second-level archer upgrade from the second-level building's available creatures. Then, create a third-level building and only list the second-level archer upgrade there. Next, in the file for the most basic archers, remove the second-level upgrade. In the file for the third-level archers, make it so that they reference not the basic archers but the first-level upgrade in the "base creature" field. In the file for the first-level upgrade, add two upgrades in the upgrade field. The first can be anyone, and the second should be the third-level archers.
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#257
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zahar0z
If the idea is that this creature is the third upgrade, then you can make it so that you need to build a third-level building to hire it.

To do this, simply remove the second upgrade of archers from the second-level building. Then, create a third-level building and only add the second upgrade there.

Next, in the file with the most basic archers, remove the second upgrade.
In the file with the third archers, make it so that they, in the "base creature" field, refer not to the basic archers, but to the first upgrade.
In the file with the first upgrade, in the upgrades field, add two upgrades. The first can be anyone, and the second should be the third archers.
I don't quite understand why this is necessary.

Currently, I have:

1) Archers' Guild (hires archers)
2) Crossbowmen's Guild (hires crossbowmen and archers) - these 2 creatures upgrade into each other and can be further upgraded into snipers.
3) Snipers' Guild (hires snipers)

That is, I have 3 levels of upgrades, and at the second level, there are 2 alternative upgrades.
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#258
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Watched the video. I understand. This is a third-level creature that is added through building upgrades.
Do you still use the Necropolis or some other unoccupied slot?
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#259
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zahar0z
Watched the video. I understand. This is a level 3 creature that is added by upgrading a building.
Do you still use the NSF or some other unoccupied slot?
I've already filled all the available slots, so:

Today I learned how to connect NSF according to Dreadknight's manual. This is creature number 180.
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#260
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Waterfall_13

I didn't quite understand what this is for.

I was initially confused. I misunderstood.

Added 48 seconds later
Waterfall_13

I've already filled all the available slots, so:

Today I learned how to connect NCF according to Dreadknight's manual =). This is a 180-creaturehttps://heroes5.fandom.com/wiki/New_...Framework_(NCF)

The link gives an error

Added 59 seconds later
Why 180? In the basic NCF, there were supposedly up to 999 slots? Or am I mistaken?
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#261
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zahar0z

It was my mistake initially. I misunderstood.

Added 48 seconds later

The link gives an error.

Added 59 seconds later
And why 180? In the basic NSF, there were up to 999 slots, right? Or am I mistaken?

I removed the link; I don't understand why it's giving an error (well, it's a link from the Heroes 5 Library topic).

I, of course, enabled 999 slots. But this is the first NSF creature, at position 180.

Added 22 hours 36 minutes later
Creature 181: Golden Dragons


Creature 182: Obsidian Dragons
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#262
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Obsidian dragons, in my opinion, aren't that different from black dragons. They're just "matte black dragons").
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#263
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}{0TT@6bI4
Obsidian dragons, in my opinion, aren't that different from black dragons. They're just "matte black dragons."
Yeah, that's true =)
Black dragons look... gray compared to Obsidian dragons xD

Added after 3 hours 25 minutes
It seems not everyone understood what I was doing, as they're asking. So, here...
I tried to visualize it:
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