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

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#377
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Waterfall_13

Does he have a Discord or email? I would like to write to Nargott.

nargott snail mail dot ru
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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In reply to Frozensoull
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#378
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Frozensoull
When developing the "UNIT" mod in 2014, I borrowed the creature's description and texture from that mod. I slightly modified the texture and created various effects for the creature, such as icy evaporation, breath, death, etc., and also fixed some minor flaws.

Who to contact regarding copyright is more of a rhetorical question. Since it is unlikely that it will be possible to find the author of the original idea.
Oh, I tried to re-photoshop the dragons, but it didn't turn out very well. Plus, they seem to have a glow effect from 14 images. I tried to edit them, but the color doesn't change.

Regarding the ice dragons from the Phoenix mod:
It is precisely because of the effects that were created that I like them, and I would like to add them. Of course, if you allow me to use your work in my mod.


Added 6 minutes ago
psatkha

nargott snail mail dot ru

Thank you =)
But as Frozensoull pointed out, he is not the author, but used the work of previous authors, so there is no point in contacting him =)

I couldn't stop thinking about that Chinese mod that I couldn't download (regarding the appearance of the icons of enhanced spells). I decided to try to create something similar myself, and it seems to have turned out quite well.

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In reply to Waterfall_13
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#381
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Waterfall_13

I like them precisely because of the effects you created, and I would like to add them. Of course, if you allow me to use your work in my mod.


Feel free to use my materials for this creature if you want. But as for the materials from the IceDragon mod, whether to use them or not is up to you, since they don't belong to me, and it's unlikely that we can find the author.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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In reply to Frozensoull
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#382
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Frozensoull
Regarding the assets from the IceDragon mod, whether to use them or not is up to you, as they don't belong to me, and it's unlikely that the author can be found.
If we reason logically, the author (the textures of the dragon's body and its icons) is known - it's the respected comrade Nargott!

Everything can be easily verified by the color scheme!
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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#384
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psatkha

If we reason logically, the author (of the dragon's model and its icon) is known – it's the respected comrade Nargott!

Everything can be easily verified by the color scheme!

If we reason logically, then I am the creator of the internet. Why? Because I use it.

Everything can be easily verified; it's enough to see me online.
____
Psatkha, please forgive my frankness, but sometimes I get the impression that you're sitting there on Nargott's payroll, because you try to plug every hole with this person and attribute any available titles to him without any reasonable arguments that they actually belong to him. In half of the topics about modifications, you advertise wge and Nargott; isn't it time to stop?)

The fact that this skin is in his mod doesn't automatically make him the author of this skin. The mod for ice dragons appeared long before Nargott added it to his mod. If you want, I can send you the original mod; just look at the file dates...
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
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#385
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A journey of a million steps begins with a single step.
Today, March 30th, exactly one year after 2020, I started keeping a changelog and thus began the history of this mod.
It's funny that what was initially conceived as something simpler ultimately became much larger than planned and, at the same time, hasn't reached its final form yet.
Stop, moment!
Let's take a deep breath and look at what has happened, what changes are already waiting for the player who decides to get acquainted with the Armageddon's Blade mod:

+ 10 new classes (priest, chaos lord, death knight, lord, druid, alchemist, guardian, chieftain, elementalist, elemental warrior)

+ 80 new heroes (8 for each faction and another 16 heroes of the Conflux, which currently reside in the Academy of Magic)
+ 40 new artifacts (they provide stat boosts without additional effects, but their names and characteristics refer to Heroes 3 and its add-ons, even unofficial ones)

+ a huge number of skills have been added to the skill wheel for classes that had few skills, as well as some class skills have been moved to specific skill branches (banshee's cry to darkness, prayer to light, enhanced spells to chaos, mage's mark to education, watchfulness to defense, cursed mark to attack, etc.)

+ several new skills have been added, as well as some skills have been improved to be more useful than others

+ some cities now have buildings that can be upgraded to level 3, thus gaining access to level 3 creatures

Having celebrated this special date, let's continue moving forward. The goal has not changed and has even increased; I hope that in the future, if everything works out, I will also add campaigns from Heroes 3, but these are still very long-term plans =)

You can download the latest version of the mod 30.03.2021 here.
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#386
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The miniaturization was successful (and the reference to Heroes 3 is a nice touch).

Before (I'm talking about the space occupied on the adventure map, look at the red squares).

After.

In the game.
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#387
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I can't help but ask: are you planning to stylize the objects on the global map to match the terrain they are located on? For example, this magic tower, which resembles a magic tower from the Fortress, will it only appear on grass near an Elven Castle, or can it be placed anywhere? And yes, you've done a good job with the modeling; it looks authentic.
 

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In reply to Ment
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#388
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Ment
I can’t help but ask: are you planning to stylize objects on the global map to match the terrain they are located in? For example, this magic tower, which resembles the magic tower from the Fortress, will it only appear on grass near the Elven castle, or can it be placed anywhere?
And yes, you’ve done a good job with the modeling; it looks authentic.

The model replaces the magic school (i.e., it’s the vanilla magic school).
Currently, it will appear where the magic school is generated. But, ideally, the old magic school should still appear in the snow; this needs to be worked on. I’m not sure how to do it yet, either by photoshopping the snow on the roofs, as is done with the Library of Enlightenment, or by creating a separate model with snow.
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#390
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Well, I remodeled 4 million tris into 480k.
I created a UV map and applied textures.
You can rotate, zoom, and view the model at the link to Sketchfab

Now I need to remodel 480k tris into ~10k tris =) so the game doesn't crash due to the high-poly model xD
Whew, onward and upward!
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#391
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Will the game handle 10k polygons? When xuxo helped me create low-poly meshes for artifacts, he rejected a wonderful artifact with 15k polygons – the game won’t be able to handle it. Or will it? 🤔
С уважением, }{0TT@6bI4
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#393
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}{0TT@6bI4
Can the game handle 10k polygons? When xuxo helped me create low-poly meshes for artifacts, he rejected a wonderful artifact with 15k polygons – the game won't be able to handle it. Or will it? 🤔
}{0TT@6bI4
Or will it?
I don't know.
}{0TT@6bI4
Can the game handle 10k polygons?
I'm betting that the Castle is quite large and takes up a lot of space. =)
}{0TT@6bI4
When xuxo helped me create low-poly meshes for artifacts, he rejected a wonderful artifact with 15k polygons – the game won't be able to handle it.
I wouldn't give an artifact more than 2k polygons, and even that's pushing it. It only occupies 1 cell; imagine how many of them could be on the screen.
So, it's not surprising that he rejected 15k polygons for an artifact.


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