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#748
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2 }{0TT@6bI4 - So, if 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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#749
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L'Garold
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?
I recommend checking out a mod (unfortunately, I don't remember its name or author, but I use it) that has a necromancer converter button on the global map and a rage button in battle!
С уважением, Psatkha (Псатха)

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#750
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psatkha
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!
This is a mod by Xazardous; I had one (slightly modified): Xazardous_Combat_3.1_Rage&Necro_Button.h5u. The mod has buttons for the global map and in combat defined in the files [UI\AdventureScreen-Heavy.(WindowScreenShared).xdb] and [UI\CombatScreen-Heavy.(WindowScreenShared).xdb].
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.
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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#751
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L'Garold, buttons can be defined as child windows for any other interface elements, such as: other buttons, WindowSimple windows, WindowScreen screens, and other elements that support a child structure.

In other words, you can add a button to the minimap, and when the minimap is hidden, the button will disappear.
С уважением, }{0TT@6bI4
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#752
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Hello! I can't find it, maybe someone knows. Is the glowing eyes effect on Necromancer horses implemented using a texture effect? If so, where is it located?
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#753
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Andrias_Bartlett
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?
You see, in Heroes 5, effects rarely use unique textures – that is, the texture for the eye glow might be used in a dozen other effects. If you recolor it, those other effects will also change.

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
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#754
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fktifzobr@mail.ru
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
fktifzobr@mail.ru
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?

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#755
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Andrias_Bartlett
So, I found them, but the texture is empty. I take it the color is specified in xdb? Specifically <AverageColor>536870911</AverageColor>? What kind of color code is that?

If the texture has no color, then it means the color is read from Particle/ParticleInstance!
С уважением, Psatkha (Псатха)

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#756
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psatkha
If the texture has no color, it means that the color is read from Particle/ParticleInstance!

    <Instances>
        <Item href="#n:inline(ParticleInstance)" id="item_ab18e3f2-63ad-4f54-b208-f970f4550df9">
            <ParticleInstance ObjectRecordID="882">
                <SrcName/>
                <Light>L_NORMAL</Light>
                <Particle href="#n:inline(Particle)" id="item_01f3a515-a4cc-4c4d-a892-7869add60dca">
                    <Particle ObjectRecordID="466">
                        <SrcName href="/Effects/Characters/Necromanser/idle00.mb"/>
                        <ExportPrefix>Cast</ExportPrefix>
                        <WrapSize>
                            <x>0</x>
                            <y>0</y>
                        </WrapSize>
                        <Bound>38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e</Bound>
                        <PerParticleFog>false</PerParticleFog>
                        <uid>E12D5365-39C0-49B1-ABBD-D720809AFF2C</uid>
                    </Particle>

 

-- So this is it, if I understand correctly? Where do I go from here? I tried searching by ID in the archive, nothing.

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#757
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Andrias_Bartlett

    <Instances>
        <Item href="#n:inline(ParticleInstance)" id="item_ab18e3f2-63ad-4f54-b208-f970f4550df9">
            <ParticleInstance ObjectRecordID="882">
                <SrcName/>
                <Light>L_NORMAL</Light>
                <Particle href="#n:inline(Particle)" id="item_01f3a515-a4cc-4c4d-a892-7869add60dca">
                    <Particle ObjectRecordID="466">
                        <SrcName href="/Effects/Characters/Necromanser/idle00.mb"/>
                        <ExportPrefix>Cast</ExportPrefix>
                        <WrapSize>
                            <x>0</x>
                            <y>0</y>
                        </WrapSize>
                        <Bound>38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e</Bound>
                        <PerParticleFog>false</PerParticleFog>
                        <uid>E12D5365-39C0-49B1-ABBD-D720809AFF2C</uid>
                    </Particle>

 

-- So this is it, if I understand correctly? Where do I go from here? I tried searching by ID in the archive, nothing.

You're going down the wrong path... 

The issue isn't with the effect, but rather with the texture — the thing is 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 top of that 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 first changing the color to what I need) and port it to dds through the map editor — the black background usually disappears, and the texture becomes "empty" again, but not actually empty
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#758
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Andrias_Bartlett

    <Instances>
        <Item href="#n:inline(ParticleInstance)" id="item_ab18e3f2-63ad-4f54-b208-f970f4550df9">
            <ParticleInstance ObjectRecordID="882">
                <SrcName/>
                <Light>L_NORMAL</Light>
                <Particle href="#n:inline(Particle)" id="item_01f3a515-a4cc-4c4d-a892-7869add60dca">
                    <Particle ObjectRecordID="466">
                        <SrcName href="/Effects/Characters/Necromanser/idle00.mb"/>
                        <ExportPrefix>Cast</ExportPrefix>
                        <WrapSize>
                            <x>0</x>
                            <y>0</y>
                        </WrapSize>
                        <Bound>38c031befc09cebf9b99ff3f00d6213fc87ed33eea9 7ae3efce6ab3e</Bound>
                        <PerParticleFog>false</PerParticleFog>
                        <uid>E12D5365-39C0-49B1-ABBD-D720809AFF2C</uid>
                    </Particle>

 

-- So this is it, as I understand? Where do I go from here? Tried searching by ID in the archive, nothing. 

E12D5365-39C0-49B1-ABBD-D720809AFF2C - this one sits in the bin/effects folder, sometimes you can simply change the PerParticleFog value to true so that the effect reads the color from the texture, but mostly the color is fixed inside the effect file itself and then you'll have to recolor it using a hex editor — there the color is represented as separate RGB parameters many times over... schematically it looks like this: imagine, for example, an open hand with 5 fingers, each finger is a texture for some single element of the effect, and each finger is rigidly colored in one color, plus there's a nuance — when the effect author colors it, they usually pick a color on the spectrum, but sometimes the color components for all colors on all five fingers are identical because the author didn't click on the spectrum but just selected the same color on a simplified palette! An example of recoloring can be seen on my page — the creature Namtar
 
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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#759
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fktifzobr@mail.ru
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
psatkha
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.

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#760
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Here's another question: lagging shadows. As I understand it, to get rid of them, you need to disable shadow casting for the entire model entirely, not just hair/head as an effect? I tried changing the values <CastShadow>true</CastShadow>, but it didn't help.

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#761
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Andrias_Bartlett

One more question: lagging shadows. As I understand it, to get rid of them, you need to disable shadowing for the entire model, not just hair/head as an effect? I tried changing the values of <CastShadow>true</CastShadow>, it didn't help.

That seems to be controlled in the texture file's material... the parameter Is2Sided from false to true ... and/or the parameter BackFaceCastShadow there as well
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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#762
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psatkha
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.