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Posts from Heroes 5 – by Azmadon (Izmail).

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Yesterday I tweaked the artifacts' highlighting to make it easier to identify them by rarity on the map (and in the Editor).
Attachment 73362
I have two questions for the experts:
1) Did I understand correctly that the color of these "effects" does not have a Texture, but is adjusted using "Color," i.e., with color?
2) Is there a way to add new "Rarities" for Artifacts to the game, including random slots for the editor? Because while assigning highlights, I noticed that many items are mixed together among the "major" ones and aren't very equivalent. (Ice Shield = Dragon Scale? Moon Blade = Dragon Scale? etc.) Plus, this would simplify balancing when I start adding new Artifacts to the game. 🤔
The artifact's color has textures; the artifact has a model and an effect; the effect consists of one modelinstance and one or two particleinstances. The first contains the model of a pillar of light and glow on the ground, and the others contain sparks flying vertically and rays of light going outwards – they have textures, but they cannot be colored because these textures are repeated in other effects; for example, the fire textures from the red effect are used in all campfires, torches, and even fireballs.

When I was creating effects for Cultists' artifacts, I acted like someone exceptionally gifted – I layered one effect over another, and together they created purple....

There is one particle instance that uses blue beams, and another identical one uses red beams; together, they create purple
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The artifact's color has textures; the artifact has a model and an effect. The effect consists of one model instance and one or two particle instances. The first one contains the model of a pillar of light and the glow on the ground; the others contain sparks flying vertically and rays of light going outwards – there are textures, but they cannot be colored because these textures are repeated in other effects. For example, the fire textures from the red effect are used in all campfires, torches, and even fireballs. When I was creating effects for the Cultists' artifacts, I acted in a rather unconventional way – I layered one effect on top of another, and together they created a purple color. There, one particle instance uses blue rays, and another uses red rays; together, they create a purple color.

Yes, in the editor, I noticed that by layering, you can achieve a "divine white" color.
So, the question is: can I simply create a new texture or use other existing ones?

*Am I correct in assuming that the same scheme is used for "symbols," i.e., the "skirt" of units? And is their color adjusted in a similar way? For example, if I want to change the lower glow of creatures and the hero on the map for the Horde, which files should I be looking at? 🤔
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Ismail

Yes, in the editor, I noticed that you can get a "divine white" color using Overlay.
Then, question #2: can I simply create a new texture or use other existing ones?

*Am I correct in understanding that the same scheme is used for "symbols," i.e., the "skirts" of units? And their color is adjusted similarly? For example, if I want to change the lower illumination of creatures and the hero on the map for the Horde, which files should I be looking at? 🤔
You need to change textures in the map editor because they appear as a whole list there. Spark is a spark, glow is a glow, etc. Although you can't preview them before selecting, at least by opening the hidden elements, you can see some kind of average color.

You can create a new texture, but it's a bit tedious. When you open an effect texture from Heroes, there's nothing on it – you need to save it without an alpha channel; then, the texture will have a black background. To remove it, you need to save the texture in TGA format and load it through the map editor with some settings (I don't remember which ones). If you decide to experiment, you need to resave the textures after the first import, specifically the TGA file – otherwise, you won't be able to load them back into the map editor.

Added after 36 seconds
skirts are models.

Added after 1 minute
the textures for the skirts are located in \_(Model)\Creatures\Selection
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Okay. I'll start with these, and we can adjust them later if needed.

We need to come up with something similar for the Hero as well.
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Hello! During the development process, some questions arose: 1) "How can I change, to be more precise, the effect-aura of the Arcat Dragons?" (I'm interested in at least changing the color; I want to turn it into an Ice Dragon.) 2) "How possible is it to add my own aura to a creature model?" (Some creatures, like Ice Golems, would benefit from a frost aura or at least a chilling effect.) 3) "Adding an effect to a creature's attack" (for example, undead creatures have a Cryo-Reflect effect in the form of snowflakes; how can I apply it to a regular attack of a creature – an ice golem – as a special effect when it hits an enemy?) 4) If I understand correctly, to add special effects like a "flaming sword" during an attack and a fire trail/splash, do I need to work with the original animation? Can something like that be done quickly using the game's existing resources?
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Hello! During the development process, some questions arose:
1) "How can I change, to be more precise, the effect/aura of the Arcata Dragons?" (I'm at least interested in changing the color; I want to turn it into an Ice Dragon.)
2) "How possible is it to add my own aura to a creature model?" (For some creatures, like Ice Golems, a frost aura or at least a chilling effect would be a good addition.)
3) "Adding an effect to a creature's attack" (for example, the undead have a Cryo-Reflect effect in the form of snowflakes; how can I apply it to a regular creature attack – an ice golem, as a special effect when hitting an enemy?)

4) If I understand correctly, to add special effects like a "flaming sword" during an attack and a fiery trail/splash, I need to work with the original animation? Can this be done quickly using the game's existing resources?
You're asking some complex questions... I'm too lazy to make screenshots today, so I'll describe it briefly. In theory, the dragon has an effect; as far as I remember, this effect consists of many small ParticleInstances attached to various bones (I remember this because of some bug where these files weren't attached to the bones). Each file has a link to a texture; you can decide to recolor the texture, but it's better to change the link to avoid ruining other effects. It's best to do this using the map editor.

Well, using the same principle as I described above, you can create an aura – a lot of micro-effects on some bones.

This is not the effect of your creature's attack, but the effect of hitting a unit. The snow depends on the specific skill; the green effect is from poisoning, and in other cases, the effect is defined in the unit.

I don't know the answer to the last question
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Given the upcoming rebalancing of skills and the addition of 4 new Schools to the Wheel, a logical question arises!
Attachment 72175
Are there any programs or other fan-made tools for creating/editing the "Skill Wheel"? I would be grateful for advice! smile45
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smile33
*If no simple options are available, we'll just use Paint! A classic!
*And since there are more Schools now, they definitely won't fit in the old Wheel.

I want to clarify that the Mod will have its own "Wheel," which is slightly different from the original. This is partly due to the fact that there are more Schools, and secondly, it’s related to the “engines” available to us for creating it. Another advantage is that having the source code, it will not be difficult for me to edit and supplement it as needed when new versions of the Mod change.
In addition, changes to skills and Schools will look better if presented as screenshots from such a "Wheel," rather than a pile of text. The list of things you can view there will also be expanded, so you can study the Hero Pool and their starting Skills/Spells, etc., in more detail (the original Wheel did not offer this possibility).
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*In the future, I would like to adapt it for a wider audience and the needs of other modders. That is, by turning it into a kind of "Editor" where you can enter what and how you need, save it under a specific name, and then simply upload the desired Wheel. However, the programming part of this project is currently being done by another person from our team, so either I will finish it myself in the future, or he will do it when he has time.
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I want to make an amendment and say that the Mod will have its own "Wheel," slightly different from the original. This is due, among other things, to the fact that there are more Schools, and secondly, due to the "engines" available to us for its creation. Another advantage is that, having the source code, it will not be difficult for me to edit and supplement it as new versions of the Mod change.
In addition, changes to skills and Schools will look better when presented as screenshots from such a "Wheel," rather than as a pile of text. The list of what can be viewed there will also be expanded, so you can study the Hero Pool and their starting Skills/Spells, etc., in more detail (the original Wheel did not offer this possibility).
---- -- --
*In the future, I would, of course, like to adapt it for a wider audience and the needs of other modders. That is, by turning it into a kind of "Editor" where you can enter what and how you need, save it under a specific name, and then simply upload the desired Wheel. However, the programming part of this project is currently being done by another person from our team, so in the future, either I will finish it myself, or when he has time to work on it.

I drew my 18 skill wheels in Photoshop; it's a very time-consuming process. I wish you patience in this tedious task!
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I drew my 18 skill icons in Photoshop; it was a very time-consuming process. I wish you patience in this tedious task!

I saw this, and that's why I wouldn't want to do this for every other patch.

Fortunately, things will be simpler and more practical for me, but of course, doing it for the first time will be the most time-consuming. In addition to the changes themselves, I also need to create background/interface textures, and unlike the skills themselves, not everything can simply be "extracted" from the game.


But then it will be very easy and more convenient to work with the mod. There is already a significant foundation for further expansion, such as adding a "Bestiary" there, buildings, and generally anything else you want... (But that's for later; now I need to do what is required)
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It's starting to look better now... biggrin
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Good afternoon. I'm currently working on icons for some modified units. But something went wrong right away. I don't think I'm imagining things, but the icon for the Warlock looks blurry everywhere except for the "large" version. And I don't quite understand what the error/problem is here.

Does this mean that I need to create separate 32/64 icons for this case, or is there a simpler solution? 🤔
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Good afternoon. I'm currently working on icons for some modified units. But something went wrong right away. I think it's not just me; the icon for the Soothsayer looks blurry everywhere except in the "large" version. And I don't quite understand what the error or problem is here?
Attachment 73560Attachment 73561
Does this mean that I need to create separate 32/64 icons for such cases, or is there a simpler solution? 🤔
You most likely saved it with mipmap generation.

If the icon shrinks when you reduce the graphics quality, then it definitely has mipmaps
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It doesn't seem like anything has changed drastically, but it looks better overall. In any case, I didn't know about the "maps" before, but now I do.
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Thank you again to Mr. Zakhar for the Port. The T3 replacement is finally ready!

And along with them, the Inferno itself (creatures) is also finished; at least, there will be no more new changes to the units for now.
I will post a more detailed breakdown of the changes during the day.
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