Posts from Modding
2 }{0TT@6bI4 - So, did I understand correctly – the button will be constantly present both in the arena and on the global map? Or is it still possible to configure/add buttons separately for the global map and separately for the arena?

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
I recommend checking out a mod (unfortunately, I don't remember its name or author, but I use it) that adds a Necro-converter button to the global map and a Rage button in combat!
The file is old – from 2013 (and some other mods also affect the files [UI\AdventureScreen-Heavy.(WindowScreenShared).xdb] and [UI\CombatScreen-Heavy.(WindowScreenShared).xdb], and therefore the newer files will be used), and to make it work, you need to unpack it, update the file dates to a newer date, and then repack it.
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
In other words, you can add a button to the minimap, and when the minimap is hidden, the button will disappear.
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Hello! I can't find it, maybe someone knows. Is the glow of the eyes of Necromancer horses implemented using an effect texture? Where is it located?
To properly change the glow, you need to open the Necromancer's ParticlInstans (it might not be a separate file, but rather recorded directly in the effect; this is often the case with files from the original game). In this file, find the list of Textures, and in this list, you will find the paths to the effect textures. It's best to extract these textures (and their XDB files) from the original folders and put them in the folder with the effect. Then, in the effect, remove the path to the textures, leaving only the file name. This will make it use the textures that are in the same folder. After that, you can recolor the textures; these will then be unique textures, so everything will work correctly
You see, the thing is, effects in Heroes 5 rarely use unique textures – that is, the texture for the glow of the eyes can be used in a dozen other effects. If you change its color, they will change too.
To properly change the glow, you need to open the ParticlInstans of the Necromancer (it may not be a separate file, but recorded directly in the effect, which is often the case with files from the original game). In this file, find the list of Textures, and in this list, there will be paths to the textures of the effect. It is best to extract these textures (and their xdb files) from the original folders and put them in the folder with the effect, and in the effect, remove the path to the textures, leaving only the file name. Then it will take the textures that are in the same folder with it. Well, then you can color the textures; these will be unique textures, so everything will be fine.
Thank you! I'll try it now.
Added 11 hours 1 minute ago
Does anyone do modeling? I'm currently texturing xReplacer for Heroes, and I don't like some of the models. In particular, I would still like to reduce the size of the hands for the female characters of Necropolis. Does anyone want to collaborate? To create a custom replacer once and for all. I don't really want to deal with modeling myself; maybe someone would like to.
Added 17 hours 17 minutes ago
in this list, there will be paths to the textures of the effect
Okay, I found them, but the texture is empty. I understand that the color is specified in the xdb? And specifically 536870911? What is this color code?
Okay, I found them, but the texture is blank. I assume the color is specified in the xdb file? Specifically, 536870911? What is this color code?
If the texture doesn't have a color, it means the color is being read from Particle/ParticleInstance!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
If the texture doesn't have a color, it means that the color is read from Particle/ParticleInstance!
L_NORMAL
Cast
0
0
38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e
false
E12D5365-39C0-49B1-ABBD-D720809AFF2C
-- Is this it, I guess? Where should I go from here? I tried searching for it by ID in the archive, but found nothing.
L_NORMAL
Cast
0
0
38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e
false
E12D5365-39C0-49B1-ABBD-D720809AFF2C
-- I guess this is it, right? What should I do next? I tried searching for it by ID in the archive, but found nothing.
The issue isn't with the effect, but rather with the texture itself – the fact that it's not empty. If you save the texture WITHOUT an alpha channel, for example, in the X8R8G8B8 format, the transparent background will turn black, and the glow will appear on this black background.
I don't know how to remove the black background in a drawing program, so I save the texture in the tga format (after changing the color to the one I need) and then import it into dds using the map editor – the black background usually disappears, and the texture becomes "empty" again, but not truly empty
L_NORMAL
Cast
0
0
38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e
false
E12D5365-39C0-49B1-ABBD-D720809AFF2C
-- Is this it, I guess? What should I do with this? I tried searching for it by ID in the archive, but found nothing.

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
You're going about this the wrong way...
The issue isn't the effect itself, but rather the texture – specifically, the fact that it's not empty. If you save the texture without an alpha channel, for example, in X8R8G8B8 format, the transparent background will turn black, and the glow will appear on this black background.
I don't know how to remove the black background in a drawing program, so I save the texture in TGA format (after changing the color to the desired one) and then import it into DDS using the map editor – the black background usually disappears, and the texture becomes "empty" again, but not truly empty.
I've tried it without an alpha channel, and it's still empty. I even decided to change the color and check it in the game, but nothing changed.
Added after 34 seconds
E12D5365-39C0-49B1-ABBD-D720809AFF2C - this file is located in the bin/effects folder. Sometimes, simply changing the value of PerParticleFog to true will make the effect read the color from the texture. However, in most cases, the color is fixed within the effect file itself, and you'll have to repaint it using a hex editor – the color is represented as separate RGB parameters repeated many times. Schematically, it looks like this: imagine a hand with 5 fingers, where each finger is a texture for a specific element of the effect, and each finger is rigidly colored in one color. There's a nuance: when the effect author colors it, they usually click on a color on the spectrum, but sometimes the color components for all colors on all five fingers are the same because the author didn't click on the spectrum but simply chose the same color from a simplified palette! You can see an example of repainting on my page – the creature Namtar
Thank you! I'll get to it today.
Here's another question: lagging shadows. As I understand it, to get rid of them, you need to disable the shadowing for the entire model, not just the hair/head, as an effect? I tried changing the true value, but it didn't help.

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
It seems like this is controlled in the texture file itself... change the Is2Sided parameter from false to true... and/or change the BackFaceCastShadow parameter there as well.
Nope, still the same result.
