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#745
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L'Garold
2 Pavlinho
That's correct. Ideally, you should set the camera position and lighting in a way that resembles the third game, render the animation (you need to know the required number of frames) with an alpha channel, and then TrueMefista will put it all together in the style of a GIF, but in a format that the third game's engine supports.
However, in my opinion, the color scheme and proportions of the models differ significantly from the third game. I would suggest using models from the 6th or 7th game instead, as they have a similar level of realism in proportions, rather than stylization, just like in the third game. And the color scheme can be adjusted in Photoshop or similar programs.

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It would be best for you to write a technical specification outlining which animations are needed, how many frames each animation should have (maybe frames per second? I'm not sure what's best), and which creatures. If the request is clearer, someone might be willing to take it on.
Hmm, I haven't played the third game in a long time, a very long time. Doesn't it have a side view? I mean, isn't it just a profile view? Oh, and the lighting too, I thought it was just a cut-out model of the creature, cut out from the background... but it seems like you need to know the number of frames, the output file format before assembly, and then you need to render the same animation from two angles? Like, a view from the left and from the right (the creature on one side and the other side of the battlefield), and you also need to know the size of the frames, right? Like 512x512 or something else...
I'll try to do it, at least one creature as an example, but I need more information. Plus, I only have creatures from the 5th game, I don't have creatures from other games.
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#746
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2 **Pavlinho**
Side view. We just need to adjust the depth (camera angle).
The animation is mirrored, so there's no need for it on the other side.
Also, in Heroes 5, the unit moves while walking, rather than just stepping in place. This needs to be fixed before rendering.
Don't forget to include the unit's rotation (when it turns to attack someone behind it).
I haven't launched the game in a while, so I don't remember if units in Heroes 3 cast shadows. I checked, and they do. We need to render the animation against a background that remains invisible but still preserves the shadow and alpha channel for it.

That's all for now.
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#747
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L'Garold
2 Pavlinho
Side view. You just need to adjust the depth (camera angle).
The animation is mirrored, so there's no need for it on the other side.
Also, in the fifth game, the unit moves while walking, rather than just shuffling its feet in place; this needs to be fixed before rendering.
Don't forget to include the unit's rotation (when it turns to attack someone behind it).
I haven't launched the game in a while, so I don't remember if units in the third game cast shadows. I checked, and they do. The animation will need to be rendered against a background that remains invisible but preserves the shadow and alpha channel for it.

That's just off the top of my head.
Hmm, it seems like you can't just do this quickly. Doesn't the Heroes 3 engine create shadows itself?
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#748
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No, these are just sprites. It's best to set a moderately decent resolution so that it's easier to do color correction. Then, you can refine the compressed result with pixel art to make it look as organic as possible in the game.
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#749
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Well, I think I'll join your opinion.
С уважением, }{0TT@6bI4
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#750
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No, the shadow isn't needed! The defense generator will create it.

There, the attack comes from three angles (forward, up, down), it's a real nightmare.

I'll write about the format and other things, and people here have ported creatures from games 6 and 7; I've downloaded the archive and will get the ones you need.
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#751
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TrueMefista
Then write the details, and we'll try...
L'Garold
Since the shadow isn't needed, maybe this method would work? I open the desired model with animation in 3D Max, zoom in as needed, create a background with a color that isn't present on the model, so that it can be easily removed in Photoshop later (like how they film movies on a green screen), and then I record it in a video format using a program, which I can then edit in Photoshop....
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#752
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2 **Pavlinho**
It’s better not to create a video (at least, I had some issues with that). Ideally, set up rendering of individual frames, which will be saved in *.TIF format with an alpha channel. There should be such an option in the settings (it’s best to look it up online). The images will be saved in the specified folder under numbers (e.g., 001, 002, etc.).
No background is needed.
It’s best to position the light source so that the shadow (if there were one) would be cast correctly. If the figure is facing to the right, position it at approximately 45 degrees directly and slightly to the right.
You’ll have to come up with something for the defense animation, as it doesn’t exist in the fifth game.
If you encounter any difficulties with the settings, you can send me the scene via a file-sharing service, and I’ll take a look. Just don’t forget to specify the Max version so I know which version to save it in.
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#753
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L'Garold
Is the alpha channel important? What is it for?
I don't know, I've never done rendering before ))) Let's see....
I have Max 20.
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#754
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2 **Pavlinho**
Yes. The alpha channel is responsible for transparency. It also makes it easy to remove the background in formats where it is not needed, but which do not have an alpha channel, for example, *.PNG.
It is automatically created where there are no objects; you just need to check the box in the settings when saving so that it fits into *.TIF.
And with which plugin are you planning to do the rendering? I use V-Ray in Max.

UPD: As an option, I can set up the scenes and render them if you set up the models and animations. I haven't worked with animations properly, so I won't be able to find time for them right now, but I do set up and render things at work every day. Or I can explain what and how to set up if you want to figure it out yourself. But it's better to do this in a private message so as not to make the topic too long here, when TrueMefista provides the information.
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#755
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Dear moderators! Is it possible to create a mod that adds a mentor to old maps, or as a bookmark in the Academy for each city?
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#756
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I think it's easier to manually place the mentor on old maps. Well, that's probably what you were asking.

It just looks unrealistic as a bookmark, and automatic placement... well, you can do it with scripts, but that again means you have to rework the old maps, and there's no guarantee that the mentor won't end up in an impassable place.
P.S. I thought it was Master asking, I was surprised.
 

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#757
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Hello, dear psatkha! I really like your mod, but it won't install... but that's not the main point. Could you make a mod that replaces the Hell Hound upgrades with the Kutrub and Aggressor from the Wintral mod, instead of the Gnomes, for the Dungeon faction?
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#758
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Are there links to all these mods, and is there a detailed description of which units should be replaced with which?
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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psatkha
Are there links to all these mods, and is a detailed description needed on where and who to replace?
The regular Hell Knights will remain unchanged, but the Nightmare will be replaced with the Kuthulub, and the Hell Steed will be replaced with this black one.