Skip to content

Posts from Various mods by zahar0z

5.0 (1 rating)
User Avatar
Auto-translated
Good luck! I hope to play your games in the future! Or at least watch playthroughs on YouTube! And thank you for the mods, they are wonderful!
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
Auto-translated
I wish they could add this sea elf girl to the Pirates game; she would fit right in, although they might need to trim her ears a bit.
Мой аккаунт в Steam
User Avatar
Auto-translated

Some time ago, I added these guys from Heroes 7 into Heroes 5.
Link to download the mod

I did this work at the request of Narron, who supported the creation of the mod with a donation. The Titans will be used in his NVS project, but you can also download it separately (+ there are a couple of alternative versions in the archive).


  

 

 

an idea for the helmet that wasn't used


These guys have a pretty cleverly configured material; there's both a metallic sheen and a glow, and when a Titan is killed, the light fades.

You can see the death animation in the game here

In Heroes 5, all of this is done rather clumsily, and creating the mod was a complete madhouse, but it seems to have turned out well, and I'm happy with the result. Plus, a new animation is used here, created based on the one from Heroes 5, and a new skeleton is made based on the skeleton from Mixamo.

You can see the animation here



Perhaps in the near future, I will return to creating mods for Heroes 5; it seems that there are many plans and ideas. But that's not for sure. I don't know how much of it will be possible to implement and find the time. We'll see. For now, I will share semi-finished ideas and finished mods with you here and in the VK group.

Let's see what this all leads to. Maybe it will work out, maybe not.

If anyone wants to support the development of a mod, or just support what I do with a donation, please write. Honestly, I'm writing all this, and it's somehow immediately awkward. Well, let it be, I guess? It won't hurt anyone, right? If you want to support and say "thank you" for the mods, I am very grateful. If you don't want to, or can't, that's also okay, I understand everything, and I'm still very happy with everyone.

If I have agreed to work with someone, I will never "flake out" and will try to do everything as well as possible; this is easy to find out from those who have already collaborated with me on mods. As for the rest, I don't want to lie to anyone or put myself in a corner. Therefore, I don't promise that I will be as actively involved in modding as I used to be. I might even stop again after some time, or maybe the work will be even more active, and there will be many cool new projects. I don't promise and hope for your understanding; I have to juggle many things in life right now. But I will definitely be very happy to share any finished work and ideas with you. So, here I am, and if anything, don't lose touch).

Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
Auto-translated
zahar0z

Perhaps in the near future I will return to creating mods for the fifth installment. I have many plans and ideas. But it's all very uncertain. I don't know how much of it I will be able to implement and find the time for. We'll see. For now, I will share half-finished ideas and completed mods with you here and in the VK group.

Let's see what this will lead to. Maybe it will work out, maybe not.

If anyone wants to support the development of a mod, or simply support what I do with a donation, please reach out. To be honest, writing all this makes me feel a bit uncomfortable. But let's just say it's okay? It can't hurt anyone, right? If you want to support me and say "thank you" for the mods, I will be very grateful. If you don't want to, or can't, that's also fine, I understand, and I'm still happy to see everyone.

If I have agreed to work with someone, I will never back out and will try to do everything as well as possible. This is something that those who have already collaborated with me on mods can attest to. As for everything else, I don't want to lie to anyone or put myself in a corner. Therefore, I won't promise that I will be as actively involved in modding as I used to be. I might even stop again after some time, or maybe my work will become even more active, and many cool new projects will appear. I won't promise anything and hope for your understanding; I have a lot to juggle in my life right now. But I will definitely be happy to share some completed works and ideas with you. So, here I am, and if you need anything, don't hesitate to reach out.


Awesome!

By the way, I can personally confirm that the esteemed comrade zahar0z is a man of his word! In exchange for a donation from the esteemed comrade StetNoel, he ported the Necro-Horse from the 6th or 7th installment into the 5th!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to zahar0z
User Avatar
Auto-translated
zahar0z
Thank you for the kind words!
As a seasoned modder, can you advise? Why might a model lose polygons (visually) when exported to the map editor? After all these operations in Maya, following the tutorial...
In other words, the face looks normal in the 3D program, but after running it through the editor, "holes" appear around the eyes, lips, and ears...
In reply to Pavlinho
User Avatar
Auto-translated

Pavlinho
As a professional modder, can you give me some advice? Why does a model lose polygons (visually) when exported to the map editor? After all these operations through Maya, according to the tutorial...
That is, the face looks normal in the 3D program, but after running it in the editor, "holes" appear in the area of the eyes, lips, and ears...

Let's skip the "professional modder" part, please))

I've encountered this problem before; sometimes small polygons really do disappear. I honestly don't know why this happens, but I know how to solve it. Just export the model itself at a larger scale (by increasing the root bone).
Due to the animations, the model will still be at the scale you need (it will be as if it's being pulled in), but the polygons will now be imported correctly because the game (or plugin) will no longer consider them small.

 

Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
Auto-translated
zahar0z

 

Let's just avoid any advanced modding techniques, please.))

I've encountered this problem before; sometimes, small polygons really do disappear. I honestly don't know what causes it, but I know how to fix it. Just export the model at a larger scale (by increasing the root bone).
The animations will still keep the model at the scale you need (it will be as if it's being scaled down), but the polygons will now import correctly because the game (or the plugin) won't consider them too small.

 

Damn... I had that thought – that the polygon size is too small... Ah, so export the animations at the normal scale, and the model in a T-pose at an increased scale? That's amazing! )))))))

Added after 49 seconds
And regarding advanced modding... well, you're not far from the truth – no one could suggest a solution to this problem before you.

Added after 5 minutes
P.S. By the way, there was a lot of debate about the NUMBER of polygons per model, saying that the game is old and can't handle many. I tried a test: I took a cyclops from the game, added tessellation in 3ds Max, and the number of polygons became about 300,000. The export in the editor failed. Then I tried, I think, 20,000 (no less), and the editor was able to process the model and display it in the window.
In reply to Pavlinho
User Avatar
Auto-translated

Pavlinho
Should the animations be exported at a normal scale, and the model in a T-pose at an increased scale?

Yeah, that's the idea. This is how I solve this problem, so I export my models in a T-pose with a scale of 200-300% just in case. You can check it out on these Titans.

But in the case of your models, there might be some issues. I don't know for sure what you're working with and what hidden problems might arise. Heroes 5 and all these old plugins sometimes like to create some incomprehensible technical mess out of nowhere. So, in any case, I wish you good luck!)

 

Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
Auto-translated
zahar0z

 

Yeah, that's the idea. I solve this problem this way, so I always export my models in a T-pose with a scale of 200-300%. You can check it out on these titans, for example.

But in the case of your models, some problems might arise. I don't know for sure what you're working with and what hidden issues might pop up. Heroes 5 and all these old plugins sometimes like to create some incomprehensible technical mess out of nowhere. So, in any case, I wish you good luck!)

 

and is it important to scale the root bone specifically, and not, say, the model itself in the 3D editor?
In reply to Pavlinho
User Avatar
Auto-translated
Pavlinho

PS, by the way, there was a lot of debate about the NUMBER of polygons in the model, they said the game is old, it won't handle many... I tried a test: I took a cyclops from the game, added tessellation in 3ds Max, and the number of polygons became about 300,000. So, the export in the editor failed... Then I tried, I think, 20,000 (no less), and the editor was able to process the model and displayed it in the window...

I try to keep the models to 15k-20k polygons, and if there are any more, I try to optimize them.

I'm interested in how many bones the game can handle in a skeleton. Hannik says he had problems with skeletons with more than 250 bones. I haven't encountered this. I only imported one such large skeleton for the phoenix, and it had about 260 bones, and there didn't seem to be any problems. But now I'm working on a skeleton for a hero (and that includes a flag and a horse with a blanket), and it turns out to be more than 250, I wonder if there will be any issues.

Ideally, it would be necessary to do this: import some test model. Let's say there are 10 legionnaires in one model, standing a meter apart, and see at which legionnaire the game starts to have problems with the skeleton.



Added 1 minute ago
Pavlinho
is it important to scale the root bone, and not, say, the model itself in the 3D editor?

yes, it's important. if the model has a different scale than the bone, there will be a problem in the game, it will be flattened or stretched.

Added 36 seconds ago
just take a look at the titans as an example of how I did it.

Added 6 minutes ago

zahar0z

it will flatten it or stretch it

well, more precisely, it's like this. it can flatten it) or it might be okay) or a portal might open and Yakubovich will crawl out of it, modding Heroes 5 is mysterious and enigmatic, anything can happen there.

Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
In reply to zahar0z
User Avatar
Auto-translated
No, it doesn't seem to matter... here's a picture. It looks like I gave the right advice – it works! I just increased the scale by 500%, but that's just in my case. Thanks! P.S. The bottom head is for comparison; it's small, but you can see that there are gaps/holes that aren't on the large head.
Attachments 1
1 file attached • Total size: 879.5 KB

Statistics

Welcome our newest member: Emil