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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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In reply to fktifzobr
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#4006
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Tell me, when you introduce a new model into the game, does the model necessarily have to be a single file? What I mean is, for example, a knight – let's say there are two models (2 files), one is the knight himself, and the other is the knight's sword. In the game, we see (let's assume constantly) the knight with a sword, but in reality (what we are modding, not what we see), these are two models – a sword and a person. Can this be done in Heroes 5?
In reply to Pavlinho
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#4007
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Pavlinho

Tell me, when you introduce a new model into the game, does the model обязательно have to be a single file? What I mean is, for example, a hypothetical knight – let's say there are two models (2 files), one is the knight himself, and the second is the knight's sword. In the game, we see (let's say constantly) the knight with a sword, but in reality (what we mod, not what we see), these are two models – a sword and a person... Is this possible in Heroes 5?
In theory, this is possible. RedHavenHero in the Green Order mod created an archer without an arbalest, and he attached the effect of an archer to it, leaving only the bow and arrows.
Each animation of the archer had an effect with a bow and animation for it.

I always had problems with move animations, so I prefer to rigidly attach models to bones.

But in general, it's better to talk to Hannik, he ports models on request and creates animations himself. His old works with animations were so-so (the hits don't feel right), so I didn't even look at them, but the trolls and the dwarf hero Orsik turned out well.
By the way, the dwarf hero and his combat bear in the seventh game are treated as two different models; he combined them and animated them

Added 3 minutes ago
But in general, I'm always combining different models; all my models are static and are attached to already animated ones. For example, the black dwarf from the post above has 2 bracers, 2 greaves, an axe, a gorget-beard, a helmet, 2 pauldrons, and a belt – that's already 10 models, not counting the basic spear thrower
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In reply to fktifzobr
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#4008
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in theory, this is possible. RedHavenHero created a crossbowman without a crossbow in a mod for the green faction of Haven, and instead attached the effect of an archer, leaving only the bow and arrows.
Each animation of the crossbowman had an effect with a bow and animation for it.
copy
Hmm, and aren't the level 6 cavalry units of the Castle faction two models?

P.S. Did you make Zloboglaz? ))
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#4009
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Pavlinho
Hmm, but aren't the 6th-level Castle cavalry units two models?

P.S. Did you make the "Zloboglaz"? ))))
This is essentially one model; that is, it's several models combined into a group in the game editor, and the group is then imported into the game.

Added 2 minutes later
I haven't gotten to the "Zloboglaz" yet. Х(
I've been living with a shortage of dwarven models for too long; I'm just playing around with axes and armor.

Added 1 minute later
Okay, I'll try to attach the "Zloboglaz" to the cyclops today.
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#4011
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it's like
Added 1 minute ago
okay, today I'll try to attach the Evil Eye to the Cyclops.
Hold on, I just started working on the Evil Eye again today. If I succeed, I'll finish it and send you an animated version, so that the tentacles also move.

P.S. Why "again"? When I was making the model that I sent you, I honestly didn't think about the fact that I needed to animate it, and I couldn't properly apply the rig to the already curved tentacles - at different points, different bones twist and everything gets messed up...
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#4014
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https://youtu.be/uuB3GiTaa78 new Zloboglaz, animation only of the tentacles, without the default head movements of the cyclops.

Added 2 minutes ago
Damn, I think I overdid it with the length of the tentacles, I don't know why... and when I realized it, I had already made the skeleton and the rig... so now it won't be easy to redo it, meaning I'll have to redo the entire rig, I'm afraid scaling everything will mess it up... P.S. but maybe it's okay? - Zloboglazes come in different forms ))))

Added 1 hour 5 minutes ago
https://youtu.be/U9fTPS3-FCs and here is the animation of the tentacles with the animation of the cyclops from the game together, the "happiness" animation.

Added 4 minutes ago
https://youtu.be/N7AshyA8X6E animation of the "special ability" (I think it's the one where the cyclops eats the goblin)
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#4016
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Pavlinho
https://youtu.be/uuB3GiTaa78 new Cyclops, animation only for the tentacles, without the default head movements

Added 2 minutes ago
damn, I think I overdid it with the length of the tentacles, I don't know why... and when I realized it, I had already made the skeleton and the rig... so it won't be easy to redo it now, meaning I'll have to redo the entire rig, I'm afraid scaling will mess everything up......
P.S. but maybe it's not that bad? - Cyclops can be different ))))

Added 1 hour 5 minutes ago
https://youtu.be/U9fTPS3-FCs and here is the animation of the tentacles with the animation of the Cyclops from the game together, "happiness" animation

Added 4 minutes ago
https://youtu.be/N7AshyA8X6E "special ability" animation (I think it's the one where the Cyclops eats the goblin)

Very cool! I'm eagerly awaiting its implementation in the game!
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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#4017
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I spent too long working on this unit; the next one will be simpler and more straightforward – a Chaos Titan.

The unit will need to be rebalanced later because armor penetration is too strong. I'll eventually remove this ability from Tier 3 cultists when I finally create the snake-girls.
Also, "destruction" was originally a Tier 2 ability, but I think I'll fix that when I move the other dwarves down a tier.

My plans include moving flamethrowers and sentinels down a tier. At the same time, I'll swap the upgrade and alt-upgrade; I've decided that will be better.

07/08/2023
Fixed the animation for the "destruction" ability.
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#4018
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Oh, thank you! I was worried it wouldn't be well-received...
I'll check all the animations; it seems like the tentacles are all above "zero," but I definitely need to edit a few animations relative to the base model. I remember the death animation – the cyclops falls on its side directly onto the ground, and half of the tentacles end up underground – but I'll fix it.
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#4019
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Pavlinho
Oh, thank you! I was worried it wouldn't be well-received...
I'll check all the animations; it seems like all the tentacles are above "zero," but I definitely need to adjust a couple of animations relative to the base one. For example, the death animation – the cyclops falls on its side directly onto the ground, and half of the tentacles end up underground – but I'll fix it.
If you can make it so that after falling to the ground, it sinks deep down, so it's completely out of sight, then we can cover it up with a magical explosion.
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#4020
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If you can make it so that after falling to the ground, it sinks deep down, so that it's completely out of sight, then you could cover it up with a magical explosion.
But why underground? It will just lie on the ground like everything else... or do you want to add a specific effect?