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#763
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Hello everyone, I've just started getting interested in modding, and I have a question: how can I modify creature models (for example, change the color of Archangels, etc.)?
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#764
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lorddraugr
Hello everyone, I'm just starting to get interested in modding, and I have a question: how can I change the models of creatures (for example, recolor archangels, etc.)?
To recolor an angel, you need to change the texture, not the model. You can do this in a program that opens DDS files (like Photoshop with plugins, or Paint.NET).

Since you're just starting to mod, I recommend exploring other mods – for example, take a look at a mod that removes the hoods from angels. This isn't the best example, because it changes not only the texture but also the effects.

There was also a mod called HBU, but footman removed the download, so it's hard to find now.
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#765
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psatkha
E12D5365-39C0-49B1-ABBD-D720809AFF2C - this file is located 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. However, in most cases, the color is fixed within the effect file itself, and you'll have to recolor 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. Each finger is a texture for a specific element of the effect, and each finger is colored with a single, fixed color. There's a nuance: when the effect author colors it, they usually select a color from a color spectrum. However, sometimes the color components for all colors on all five fingers are the same because the author didn't select a color from the spectrum but simply chose the same color from a simplified palette! You can see an example of recoloring on my page - the creature Namtarr

Oh, and where exactly can I find the RGB parameters here? Am I looking at the right file?

 



Added 4 minutes later

Also, I have another question: how do I "attach" a part added by the effect to the model so that it doesn't show through with the team's color? The author of xHeroes Replacer did this somehow, but he hasn't been here for a long time.

I remember being told about a year ago that it needs to be done through the skeleton, but I don't remember the exact details.

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#766
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Andrias_Bartlett

 

Oh, and where exactly can I find the RGB parameters here? Did I open everything correctly?

 



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Also, I have another question: how do I attach a part added by an effect to the model so that it doesn't show through with the faction's color? The author of xHeroes Replacer did this somehow, but he hasn't been here for a long time.

I remember someone telling me about a year ago that it needs to be done through the skeleton, but I don't remember the exact details.

Regarding the second question, I don't remember... unfortunately...

Regarding the first question, you need to find three-byte combinations that are located next to each other and are very close together... personally, the triplets B3 3E 5F... 58 immediately catch my eye. You need to use the pipette tool to manually enter the color settings, but first, you need to convert these hexadecimal values to decimal... using the engineering calculator in Windows or a real calculator! In the pipette, enter the decimal values for the RGB components - Red, Green, and Blue! And in the binary file of the effect, you need to look at the end of the file, not the beginning!

P.S. Here is a very good editor - Free Hex Editor Neo!
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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#767
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Andrias_Bartlett

Oh, and I'll ask right away: how do you "attach" a part added by an effect to the model? So that it doesn't show through with the team color. The author of xHero replacer did something like that, but he hasn't been here in a long time. 

I was told about a year ago, as far as I remember, that it needs to be done through the skeleton, but I don't recall exactly. 

The see-through effect is "disabled" via material — if the model shows through unattractively with the player's color, then in the material you need to specify <AlphaMode>AM_TRANSPARENT</AlphaMode> — this makes the model stop showing through, but sometimes it starts glitching, which is why some models have to be left as they are
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#768
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psatkha
Regarding the second question, I don't remember... unfortunately...

As for the first one, you need to find three-byte combinations that are located one after another and are very close to each other... personally, the triplets B3 3E 5F... 58 immediately catch my eye... you need to use the pipette tool to manually enter the color settings, but first, you need to convert these hexadecimal values to decimal... using the engineering calculator in Windows or a real calculator! In the pipette, enter the decimal values of the RGB components - Red, Green, and Blue! And in the binary file of the effect, you need to look from the end of the file, not from the beginning!

P.S. Here is a very good editor - Free Hex Editor Neo!

Thanks for the information! What a hassle just to recolor a small effect.



Added 54 seconds ago
fktifzobr@mail.ru
The "transparency" is disabled through the material - if the model looks bad and shines through with the player's color, then in the material you need to specify AM_TRANSPARENT - this will stop the model from shining through, but sometimes it starts to glitch, which is why some models have to be left as they are.

Thank you! Unfortunately, it glitches, and I guess I'll have to leave it as is.



Added 19 hours 43 minutes ago
New day -- new question. In which file are the camera parameters changed, the ones that affect what is displayed on the hero's viewing screen?
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#769
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Andrias_Bartlett

A new day — a new question. Which file contains the camera parameters for the hero view screen? 
If you want to change the camera globally for all heroes of one class, look for cameras in the \Cameras\Interface\HeroScreen folder.

If you want to set an individual camera for a hero, it needs to be specified in their file; that's the line <HeroIndividualCamera/>, which goes right after CharacterAdventure.

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#770
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fktifzobr@mail.ru

If you want to change the camera globally for all heroes of one class, look for cameras in the \Cameras\Interface\HeroScreen folder.

If you want to give a hero an individual camera, it needs to be specified in their file — that's the <HeroIndividualCamera/> line, which goes right after CharacterAdventure.

 

Thank you!

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#771
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Hello. Could you please tell me if anyone has worked on improving the map editor for Tribes of the East? Specifically, to prevent it from deleting files, especially index.bin, which causes the loss of the ability to view maps and scenes in the editor. Also, there are constant crashes when displaying the list of existing cameras in DialogScene scenes.
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#772
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Hello. Does anyone know if Remix has a test map with all buildings constructed in his videos for Heroes of Might and Magic? Or something similar. In short, I need a test map.
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#773
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Andrias_Bartlett
Good afternoon. Does anyone know if Remix has a test map with all buildings constructed in his videos for Heroes of Might and Magic? Or something similar. Basically, I need a test map.
I think Remix just created it in the map editor. I also have one, with 8 fully built Stronghold cities for the red faction and one fully built Haven castle for the blue faction.
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#774
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fktifzobr@mail.ru
I think the remix was simply created in the map editor. For example, I also have a map with 8 fully built Fortress cities for the red faction and one fully built Haven city for the blue faction.

Could you please share it? I don't want to use the editor.

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#777
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fktifzobr@mail.ru
I finally remembered about the map, here it is – I don't remember why I named it that.

Thank you!