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#718
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The advanced editor table is a filter for data files in the advanced map editor. You can set the filter to RPGStats, and then the editor will only keep the DefaultStats file from all the data files.
С уважением, }{0TT@6bI4
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#719
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I found an interesting bug – the arrow from the tavern appears before the tavern is built! The question is, how can this be fixed? In the arrow settings, there are only the starting coordinates of the arrow and its length; the order in the list of these arrows does not affect anything, and reducing the number of arrows also does not give any results. Also, there is another question: is it possible to remove all arrows? That would be convenient!
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#720
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I figured everything out; the problem was that I wasn't paying enough attention. I wrote the same arrow twice, at the beginning and at the end. But now, we can create a version with doubled arrows for those who don't like expanding the building tree (and the bug turns into a feature!).
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#721
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Good afternoon. I decided to try modding, and I found a lot of different information, but in the end, either it didn't help me, or I didn't understand how to do it correctly. My goal is not to insert models from other games or combine old guides, which there are many of, but to extract the basic models from Heroes 5, update them, and make them more detailed. This step is omitted everywhere, as if everyone already knows what and where to do. I encountered problems, so I will describe what I did step by step. 1) In the tutorials about extracting models, they show an example of how to extract models by UID, but they extract LOD models, which are much worse (which is understandable, these are LODs). The manual had a link to a video about extracting high-quality game models, but it is no longer valid. As a result, I figured out on my own how to get the UID for the main model's geometry in the editor. (I described this process because I deviated from the tutorial, and I may have missed something). 2) Now that I finally got a normal model and textures, I sent everything to ArkhangelTools and converted it to SMD, preserving all the bones. Later, I edited this file (model) in a 3D editor, and when I finished, I saved it again as SMD and sent it back to ArkhangelTools. In the port for displaying the image, the test sample of the Death Knight with a modified helmet is displayed correctly, including the preservation of bones. I followed the manual by Esto100nec, where many things are simply omitted, as if everyone already knows what and where to do. At the end of the manual, it said that when you are finished, you should "simply" export it back to the HOMM5 game format and "all that remains is to return them to the game." Excuse me, how? Is this a manual or the author's notes for himself? I still don't understand. As a result, I get a file with a constantly new generated name .new. What do I do with it next? 3) I started trying things out by trial and error, and here's what I did... I assumed that I need to recreate the structure up to the geometry file (there was a manual about this somewhere). Then, I copied the name of the original and the desired geometry and renamed my resulting .new file to the name of the original file. In this way, I hoped to replace the old file with my new one. As a result, in the game, I guessed correctly, and the file was replaced, but the model itself is not displayed in battle (only the shadow). 4) There is another question: my SMD file, which I exported from the 3D editor, was 1500 KB in size. When I loaded it into ArkhangelTools, it became almost twice as small after conversion to .new and became 896 KB. The question is, is this normal, and another question is, is it normal for the game to handle models with a large number of polygons? 5) I attached a link to an image on Google Drive - https://drive.google.com/file/d/1VeWLu5_ ... =sharing (I didn't understand how to attach images on this forum)
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#722
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Lett0s
In the topic - Manual on adding a new model, animation, and creature to the HoMMV game, there is all the information for adding your own model to the game.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
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#723
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vova2112
Lett0s
In the topic - Manual on adding a new model, animation, and creature to the HoMMV game, there is all the information for adding your own model to the game.

I saw this topic. If you open it and look at the very bottom, you will find information about how to port it for Heroes 5 and a link to ArchangelTools, which is what I did, following the manuals that come with the archive. The difference is that I don't need to assign bones, animations, and so on because I'm working with an in-game model and not trying to insert something new. To be even more precise, I don't even need to assign weights because I'm sculpting from what already exists, and judging by the check, the binding hasn't been affected, and everything moves as it should. I just need to figure out how to get this file back into the game. As I said, this part is simply omitted in the manual.
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#724
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In section 2.3, we configure the Heroes 5 map editor. It describes how to export the model's geometry through the map editor. In your case, since you don't have a model in the "*.ma" format, try the method I described in the very end of the post on page 20.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
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#725
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vova2112
In section 2.3, Configuring the Heroes 5 map editor, it is described how to export the model geometry through the map editor. In your case, when you don't have a model in the "*.ma" format, try the method I described in the very end of the post on page 20.

In my case, I used Archangel.v0.5.beta, and it contained "Manual by Esto100nec." It stated that you can use any 3D editor, and I chose Blender because I am used to working in it. I imported the model obtained by converting it with Archangel.v0.5.beta, in the "*.smd" format, while preserving all bones and other elements. After I finished and checked the rigging, I exported the edited model from it in the same "*.smd" format. Then, in the same manual, in the section "Returning the model to the game," it was written that this is done using Archangel.v0.5. As a result, I obtained the "*.new" format. Should I use this format, or the previous "*.smd" format, which was exported from Blender?

Also, I often see unclear manipulations. For example, from 3ds Max to Maya 2009, then to 2006, and then to the Heroes map editor, and from there to Granny. To be honest, I reread it several times and even watched videos, but in most cases, they say a few words that these steps are necessary because there are some problems with 3ds Max or Maya. As a result, in order for everything to work in the game, is it necessary to use this specific software, or can I use Blender as described in the manual? I didn't have any problems with the conversion.
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#726
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I am only superficially familiar with Archangel, and if it can export to the gr2 format, then all that remains is to process (export) the resulting model through the map editor. To view files in the Gr2 format, use the gr2_viewer.rar program at https://www.mediafire.com/folder/3nbxywvydakza/Gr2. After processing the model file in the gr2 format through the map editor, the "gr2 viewer" program will not be able to open the resulting file.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
#727
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Hello everyone, has anyone tried to remove the skip turn icons and so on from the adventure map? I don't really understand mods; my "digging into the game" stopped at the level of adding a level 1 dwelling in the editor.

So, I would like to learn the basics first, if there are any manuals/videos on the section for making changes to the interface.

My main goal is to remove the icons

In reply to Ment
#729
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Ment
Do you want to make an endless turn for the hero, like an RPG mode?

No, I just want to remove it so it doesn't interfere. Hottabych already explained how, so the question is closed. Thank you.

#730
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Is it possible to modify skills and abilities in the game in any way? The defaultstats file doesn't offer much help in this regard, as it lacks some skills. And how did the creators of the RTF mod manage to overhaul the entire skill tree so thoroughly and with such quality?
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#731
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Nameless Hero
Is it possible to modify skills and abilities in the game in any way? The defaultstats file doesn't help much since some abilities are missing there. And how did the creators of the RTF mod manage to overhaul the entire skill wheel, and so well at that?
.... in this version of RTF the wheel is old, but in ancient versions the wheel was indeed overhauled, though not entirely — only the magic schools

you probably mean Armageddon's Blade — there, one of the main features is the wheel with "new" skills, but in reality, Heroes has a problem with adding anything new due to the ubiquitous IDs hardcoded in the game code, but that's beside the point

the skills from the wheel are recorded in \GameMechanics\RefTables\Skills.xdb, first come the skills, then the perks, and it's the perks that get wrapped with additional effects

here's the Distraction ability (reduces the enemy hero's initiative) recorded like this (this is not the full part)

            <ID>HERO_SKILL_DISTRACT</ID>
            <obj>
                <Texture>
                    <Item href="/UI/H5A1/Icons/Abilites/Skills/128x128/Distract_Gray.(Texture).xdb#xpointer(/Texture)"/>
                    <Item href="/UI/H5A1/Icons/Abilites/Skills/128x128/Distract.(Texture).xdb#xpointer(/Texture)"/>
                </Texture>
                <CommonTexture/>
                <NameFileRef>
                    <Item href="/Text/Game/Skills/Common/Sorcery/Distract/Name.txt"/>
                </NameFileRef>
                <CommonNameFileRef href=""/>
                <DescriptionFileRef>
                    <Item href="/Text/Game/Skills/Common/Sorcery/Distract/Description.txt"/>
                </DescriptionFileRef>
                <CommonDescriptionFileRef href=""/>
                <SkillType>SKILLTYPE_SPECIAL_PERK</SkillType>
                <HeroClass>HERO_CLASS_NONE</HeroClass>
                <spellBuffs/>
                <BasicSkillID>HERO_SKILL_SORCERY</BasicSkillID>
                <SkillPrerequisites>

and here's the Defensive Formation ability

            <ID>HERO_SKILL_DEFENSIVE_FORMATION</ID>
            <obj>
                <Texture>
                    <Item href="/UI/H5A1/Icons/Abilites/Skills/128x128/Defencive_Formation_Gray.(Texture).xdb#xpointer(/Texture)"/>
                    <Item href="/UI/H5A1/Icons/Abilites/Skills/128x128/Defencive_Formation.(Texture).xdb#xpointer(/Texture)"/>
                </Texture>
                <CommonTexture/>
                <NameFileRef>
                    <Item href="/Text/Game/Skills/Common/Defence/DefensiveFormation/Name.txt"/>
                </NameFileRef>
                <CommonNameFileRef href=""/>
                <DescriptionFileRef>
                    <Item href="/Text/Game/Skills/Common/Defence/DefensiveFormation/Description.txt"/>
                </DescriptionFileRef>
                <CommonDescriptionFileRef href=""/>
                <SkillType>SKILLTYPE_SPECIAL_PERK</SkillType>
                <HeroClass>HERO_CLASS_NONE</HeroClass>
                <spellBuffs>
                    <Item>SPELL_SKILL_DEFENSIVE_FORMATION</Item>
                </spellBuffs>
                <BasicSkillID>HERO_SKILL_DEFENCE</BasicSkillID>
                <SkillPrerequisites>

I've highlighted in red the main distinguishing line — the buff, meaning you can attach a buff to a skill that will be applied to creatures, that seems to be how it all works, but I'm not entirely sure)) if anything, my knowledgeable colleagues will correct me
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#732
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I made a typo, dear fktifzobr. I meant the Random Tactical Arena (RTA) mod. The developers managed to perform a nearly complete conversion of the game, which is evident in the images linked. How did they change the parameters of the perks embedded in the game's code, such as Chilling Steel and Chilling Bones?

https://fastpic.org/fullview/116/2022/0102/e76ffc09c1de271547d82a72965ea987.png.html
https://fastpic.org/fullview/116/202...5343a.png.html
https://fastpic.org/fullview/116/2022/0102/f6428411f40c4a00f70c890fb4074008.png.html