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2 years ago
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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.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru


Added 3 minutes ago
It seems like it's CREATURE_SNOW_APE, I need to check.

Yes, as I thought, the problem was in the incorrect spelling of "CREATURE".
The issue is resolved, thank you for your help.


Added 2 minutes ago
psatkha
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.

That's exactly why so much attention is paid to it.
A whole range of mechanics and manipulations are tied to a specific "ID", not a Faction or "Tier"!
This is quite a playground for experiments!
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2 years ago
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Good evening! How are you?
Could the "Slave Market" be made into an object on the map? (and ideally, one that can be captured, like a Thief's Den. That is, so that it becomes part of your kingdom.)

*If yes, then a similar question applies to Guilds of Mages, Crystal Columns, and similar Faction buildings.

*I continue to search for implemented ideas to improve and expand the possibilities of the Map Constructor – an integral part of the mod.
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2 years ago
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Ismail
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.
Unfortunately, I've only seen such things implemented through scripting
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2 years ago
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Hmm, interesting, is it possible to create a "Heroes of Might and Magic" game using Unreal Engine 5? The engine is simply incredibly beautiful; it would be great to revive Heroes 5 and expand it with many more factions through modding.
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2 years ago
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Pavlinho
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 the same as creating a game from scratch.
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2 years ago
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Waterfall_13

Essentially, it's like creating a game from scratch.
maybe... just imagine taking the graphical assets from the original, hyping it up, and putting it into Unreal Engine... but what about the part that is, hmm, the strategy itself? All the turns, the turn-based battles, the skills, etc... is it realistically feasible to implement that, and if so, how?
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2 years ago
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Pavlinho
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, "hyping it up" is unlikely to work. 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 have their own unique "style."
You can hype it up, but the model will end up looking like the one in Heroes 7, not like the one in Heroes 5.
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2 years ago
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Waterfall_13

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.
Well, of course ))) seeing "these angles" in Unreal Engine is not something anyone would want )))) the style is truly unique in Heroes 5... but seeing high-poly versions of the same Titans would also be great...
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2 years ago
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Pavlinho
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.....

To have a high-poly Titan in the style of the fifth game, you need to involve former employees of Nival 😁
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2 years ago
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Waterfall_13

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, and define the convexities/concavities, etc.?
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2 years ago
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Pavlinho
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.
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2 years ago
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Waterfall_13

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.
Now I can write – was there some kind of error on the site in the "replies" section...? No, I won't be doing it. And I don't quite understand what you mean by "style" – of course, creatures will look different in Unreal than they do in the game – there won't be any angularity because the model will be made of quads, not triangles, and it will be smoother and have a higher polygon count... I meant to take the current model from Heroes 5 as a basis and "upgrade" it.
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2 years ago
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Good afternoon. I have a question for those who work with models/unit imports, etc. How accurate or inaccurate are the following statements? --- --- --- 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 simply aren't enough 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 right 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 an enthusiastic basis). --- --- --- *) 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 aspect (i.e., we cannot yet introduce the desired abilities and spells into the game).
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2 years ago
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Ismail
Hello. I have a question for those who work with models/unit imports, etc. How accurate or inaccurate are the following statements?
-- -- --
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).
--- -- --
*) 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).

Everything is possible... the biggest headache is getting it into the game; that's the real pain in the ass. Plus, I still don't understand if there is some kind of polygon limit (or something similar). No matter how much I simplified the "dwarf" (within reason), "artifacts" - holes - would appear. Maybe you just need to make as few polygons as possible, but then it becomes a challenge to make it look good without making it too small.

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