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Yeah, I guess... but a goblin isn't the best option for such a replacement, as its ID is actually scattered everywhere and appears in 99.99% of the game's mechanics within the .exe file.
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It seems like it's CREATURE_SNOW_APE, I need to check.
Yeah... but a goblin isn't the best option for such a replacement, as its ID is actually used everywhere and in 99.99% of the mechanics in the .exe file.
Good evening! Question:
Could the "Slave Market" be made into an object on the map? (and ideally, one that can be captured, like a Rogue's Lair. That is, so that it becomes part of your kingdom.)
*If yes, then a similar question applies to Guilds of Merchants, Magic Towers, and similar Faction structures.
*I continue searching for implemented ideas to improve and expand the possibilities of the Map Construction system – an integral part of the mod.
Hmm, interesting, is it possible to create a "Heroes of Might and Magic" game using Unreal Engine 5? The engine is incredibly beautiful; it would be great to revive Heroes 5 and expand it with many more factions through modding.
Essentially, it's like creating a game from scratch.
maybe... just hypothetically, you could extract the graphical part from the original, hype it up, and put it in Unreal... but how about the part that is, hmm, the strategy itself, all these moves, turn-based battles, skills, etc.? Is it realistically feasible, and if so, how?
Actually, it's unlikely to achieve a "hype" effect. The whole point is that the models in Heroes 5 are very low-poly. Their beauty and quality lie in the artistic talent of those who painted them, and they also have their own unique "style."
You can try to achieve a "hype" effect, but the model will end up looking like the ones in Heroes 7, not like the ones in Heroes 5.
of course ))) I really don't want to see "these angles" in Unreal )))) the style is really unique in Heroes 5.... but it's also cool to see high-poly versions of the same Titans.....
Well, to create a hyped-up Tiltan in the style of the fifth game, you need to involve former employees of Nival.
Hmm, why not open the existing model in 3D, remesh it, make it high-poly, smooth out the angles, draw out the convexities/concavities, etc....
Go ahead and do it, and we'll see if your version will resemble the original in terms of the visual style of the fifth game 😉
I'm saying that artistic style isn't that simple; not everyone can draw as well as WLOP.
Hello. I have a question for those who work with models/unit imports, etc. How accurate or inaccurate are the following statements?
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1) It is possible to create a unit (model and animations) from scratch if you have the skills. Everything needed for this is available; there are just no talented people capable of doing it.
2) We don't create new models from scratch simply because of a lack of practical skills, but it is possible.
3) We don't create new and unique animations for creatures (even existing ones) simply because of a lack of experience. But it is possible if you have the skills and time.
4) We don't do many things that are possible simply because of a lack of time and real motivation (we don't get paid for this, and we work on enthusiasm).
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*) The general point of these statements is as follows: Is it true that, with the current set of tools available to the community, it is possible to create complete creatures from scratch if you have the necessary skills and simply the desire/time to do it? And in the matter of creating original creatures, the only limitation is the game mechanics and the digital part (i.e., we cannot yet introduce the desired abilities and spells into the game).