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

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#4382
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I read everything yesterday, but I was already very tired and wanted to sleep.

Look, (I might have asked this already, but I don't want to search), how are the dwarves on bears implemented? Is it all in one skeleton? Or is there a division into "horse" and "rider" in Heroes 5, meaning instead of a dwarf, you can easily assign a conditional elf on bears? Or not?
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#4383
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Pavlinho
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I read everything yesterday, but I was already very tired and wanted to sleep....

Look, (I might have asked this already, but I don't want to look for it) how are the dwarves on bears implemented? Is it all in one skeleton? Or is there a division into "horse" and "rider," meaning that instead of a dwarf, you can easily specify a conditional elf on bears? Or not?
.... as a person who doesn't work with skeletons, I can't give a precise answer
that is, the dwarf and the bear are one skeleton file
I checked the skeleton - a bone comes out of the dwarf and attaches to the bear's back, which is unusual, so you can say that it is one skeleton

usually, it's not done that way - the skeletons of horses, riders, and weapons are connected only to the Global bone

but it's possible that there are some peculiarities in Heroes 7; the thing is that the dwarf and its skeleton are stored separately from the bear; the developer glued these models together as he saw fit.
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#4384
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.... as someone who doesn't work with skeletons, I can't give a precise answer.
That is, the dwarf and the bear are one skeleton file.
I checked the skeleton - a bone comes out of the dwarf and attaches to the bear's back, which is unusual, so you can say that it's one skeleton.

Usually, it's not done this way - the skeletons of horses, riders, and weapons are connected only to the Global bone.

But it's possible that there are some peculiarities in Heroes 7, the fact is that the dwarf and its skeleton are stored separately from the bear, and Hannick glued these models together as he saw fit.
Haha)) I didn't understand, did Hannick make the "Hammers of Fate" expansion? ))))))))

Added after 48 seconds
and besides, Zobr, you're making undead, how come you don't work with skeletons???? )))))))
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#4385
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After working on the bear hero, I can only think about it now. :)

Here's a level 5 bear skeleton.
The dwarf and the bear are connected at their rear ends at the Global point; the hammer is also connected there. I assume the Global point connects different skeletons into one... I'm not sure.
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#4386
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I need your help! I'm trying to fix the vampire for Khottabych, but it's turning into a mess – when I export it from the game using Arkhangel, the skeleton glitches out, even though Khottabych says it's fine in the game... You mentioned that when you added the yeti to the game, you created a separate geometry model and then applied the existing skeleton in the map editor, right? Or am I mistaken?
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#4387
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Pavlinho
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I need your help! I'm trying to fix the vampire for Khottabych, but it's turning into a mess – when I export it from the game using Arkhangel, the skeleton glitches out, even though Khottabych says it's fine in the game... You mentioned that when you added the Yeti to the game, you created a separate geometry model and then attached the existing skeleton in the map editor, right? Or am I mistaken?
Yes, that's how I did it, but I had a skeleton in the .mb file; I just didn't import it. I think that's why the model still has some data about how to attach the skeleton.
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#4388
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Yes, that's what I did, but the mb file had a skeleton; I just didn't import it. I think that's why the model still has some data about how to attach the skeleton.
Well, the model might only have the "skin" modifier left – the attachment to specific skeleton bones.

Added 2 minutes later
Hmm... no, probably not. Everything is in this mb file, so it should be there... It just happened that there was already a yeti skeleton in the game. So, in any case, it turns out that both the model and the skeleton need to be imported into the mb file... darn.
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#4389
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Today I was recalling some old ideas and remembered one important one — a melee titan

It's funny that I came up with the titan back when I was making the first sketches of the cultists (dark crusaders), and those same cultists have already managed to become vikings, Cthulhu cultists, chaos marauders, and return to being knights, while the mage faction has already gone through 2 concepts, but the titan was always there

I wanted to base the titan on the dwarf giants from Seven, but they are stocky, their animations are designed for a hammer with a corresponding handle, whereas a Greek titan needs a sword; plus, the dwarf giant doesn't know how to die properly — it falls to its knees and just stays there

But I honestly have no idea how he will strike with a sword; the most reasonable option seems to be an attack like the chieftain's — a chopping blow from the shoulder. If necessary, I could give him an area-of-effect attack along the length of the sword, but I don't want to place the sword on the shoulder, as there will be pauldrons there, though again, the question is whether there will be any?




An alternative option was simpler — a titan striking with a magical fist; the animations of the Shanati titan from Seven, which Zakhar ported, fit perfectly, but it's a very complex model to paint, so this titan was also rejected



And finally, the last concept — a large combat spirit, maybe even an elemental in armor; I completely forgot about it. Actually, it would have turned out well for Undead... maybe I'll make it for the Necropolis
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#4390
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and I started working on the Throne in Blender...
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#4392
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then the throne)
look, I saw it in pictures, for example, there are bowls next to the throne, in which fire is burning - can this be implemented with effects in Heroes 5?

and secondly, you say that you can take a dwarf from somewhere? so you don't have to create it from scratch?

P.S. can you add an anvil next to the throne, and is a book on a stand needed - like with rune magic?
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#4393
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don't use too many polygons, otherwise the game will crash; I don't know the maximum number, but I know that crashes can occur.

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Pavlinho
look, I saw it in the pictures, for example, there are bowls next to the throne, in which fire is burning - can this be implemented with effects in Heroes 5?

and secondly, you say that you can take a dwarf from somewhere? so that you don't have to create it from scratch?

P.S. can you add an anvil next to the throne, and is a book on a stand needed - like with rune magic?
fire can be added with effects

you can take a dwarf from the seventh game, but I think even a fifth-game rune priest will look great

I think you can have a book without an anvil, because it won't be clear that the anvil is needed for spellcasting if he doesn't use it.
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#4394
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We need to make sure it's used...
And also, I forgot, there aren't normal textures in Heroes 5, right? That's not great; I'll have to simplify things... reduce the number of polygons and optimize it.
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#4395
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there are no normal textures (

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by the way, about "uses," there's one inconspicuous detail in Heroes – wizard heroes have separate magic wands for attack, casting, and buffs; they all wear them on their belts. This is a very subtle detail; I only realized there were three when I was examining the skeleton models.

and now, something important – 4 models of dwarf heroes from Heroes VII in FBX format.
DW are warriors, DM are mages.
https://disk.yandex.ru/d/LuYpqYrdAx-iOQ
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#4396
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wait, do you need to place different heroes on the throne? not just one mage? how do you even do that? like, the animations should be the same, and the models attached to this skeleton should be common, right?

P.S. attack – is that a direct attack by the hero, for example, an arrow from a mage? cast – is that any spell from the spellbook? and what is a buff then?