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Everything is possible... the biggest hassle is importing into the game; that's a real pain. Plus, I still don't understand if there's 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 use as few polygons as possible, but then it becomes a challenge to make it look good without making it too small.
Well, there is Polygon Cruncher – I posted the link!
Hello everyone, dear colleagues! Has anyone of you ever created a mod that changes the music in Heroes of Might and Magic V? Not just replacing the original music folder, but a mod in the form of a .pak or .h5u file?
Hello everyone, dear colleagues! Has anyone of you ever made a mod with different music in Heroes 5? Not just replacing the original music folder, but a mod (.pak or .h5u)?
Well, yes, there are many such mods. There are two mechanics: either a simple replacement of tracks, or adding a folder with new tracks and changing the game files to connect them to the game.
As far as I remember, the 5.5 mod, for example, adds new tracks for territories and battles.
And in my RTF, new tracks don't replace the standard ones.
Added 13 minutes ago The files responsible for the music are located in data.pak in the \Sounds\_(Music) folder.
The TableRaceMusic.xdb file specifies how many tracks a faction will have.
Here's an example - the list for the music of the human city, this is a standard. Humans
TOWN_HEAVEN
- this thing doesn't seem to work, it's recorded in the city
city
tavern
recruitment
idk if it works
- battle track 1
- battle track 2
- siege
- victory
- defeat
- retreat
- waiting
Here, the dwarves don't have recruitment and tavern tracks, Inferno has 3 battle themes, etc.
Now about the tracks - as you can see in the file, the paths are recorded not to the music, but to the game files - it is in them that the paths to the music are recorded, here is an example, the file AI-Themes/Haven.xdb Haven.xdb
..\Music\AI-Themes\AITheme-Haven.ogg- this is the path to the track, you can also use the mp3 format 5000 2000 1000 10000
Added 5 minutes ago About the map music it is tied to the texture
for example, let's take the grass folder \MapObjects\_(AdvMapTile)\Grass\Grass.xdb
Grass.xdb
11 TT_GRASS
0.188235 0.478431 0.113725
\texture\Terrain\Grass\Grass_icon.bmp - nature sounds - music false
yeah, there are many such mods; two mechanics — either a banal replacement of tracks, or adding a folder with new tracks and modifying game files to connect them to the game
as far as I remember, mod 5.5 for example adds new tracks for territories and battles
and in my RTF, new tracks do not replace the standard ones
Added after 13 minutes files responsible for music are located in data.pak in the folder \Sounds\_(Music)
in the TableRaceMusic.xdb file, it is written how many tracks a faction will have
here is an example — the music list for the human city, this is the benchmark humans
TOWN_HEAVEN
- this thing doesn't seem to work, it's recorded in the city
city
tavern
recruitment
idk if it works
- battle track 1
- battle track 2
- siege
- victory
- defeat
- retreat
- waiting
for instance, dwarves don't have recruitment and tavern tracks, Inferno has 3 battle themes, etc.
now about the tracks — as you can see in the file, paths to game files are recorded, not to the music itself — it is within these that the paths to the music are written; here is an example, file AI-Themes/Haven.xdb Haven.xdb
..\Music\AI-Themes\AITheme-Haven.ogg- this is the path to the track, mp3 format can also be used 5000 2000 1000 10000
Added after 5 minutes about map music it is tied to the texture
for example, let's take grass folder \MapObjects\_(AdvMapTile)\Grass\Grass.xdb
Grass.xdb
11 TT_GRASS
0.188235 0.478431 0.113725
\texture\Terrain\Grass\Grass_icon.bmp< /IconFile> - nature sounds - music false
Added after 13 minutes the files responsible for the music are located in data.pak in the \Sounds\_(Music) folder
the TableRaceMusic.xdb file indicates how many tracks a faction will have
This is useful information, thank you for explaining! 🤔
*I was especially pleased to learn that you can create more Battle Music variations than there are in the original!
Андраил
1 year ago
Auto-translated
I wanted to modify the "Grief" spell so that its duration wouldn't depend on the unit's Magic skill. The modification worked for the spell itself, but the "Grief Strike" ability still applies the effect for a number of turns that varies depending on the unit's Magic skill. How can I fix this?
Is there a way to create a transparent texture? I mean, not completely transparent, of course.
........ There's a problem here; transparency is handled very poorly in Heroes. That's why, for example, in the NVS mod, the seventh-level ghosts aren't transparent but rather glow. Predictably and understandably, only the material mode works, which displays either full transparency or full opacity (I hope I've explained it clearly). Semi-transparent textures usually glitch.
You might rightly point out that ghosts are semi-transparent, and everything is fine, and that's true, but the model is well-made. Usually, when you can see the body of the same creature through, say, a hand, the game glitches and completely removes the hand, as if we only see the body – this is fixed by using different degrees of transparency for such details. I worked on this in 2018, and I never want to do it again.
........ there's a problem here; transparency is handled very poorly in Heroes. Because of this, for example, in the NVS mod, the seventh-level ghosts aren't transparent, but rather glow. Predictably and understandably, only the material mode works correctly, which displays either full transparency or full opacity (I hope I've explained it clearly). Semi-transparent textures usually glitch.
You might rightly point out that ghosts are semi-transparent, and everything is fine, but in this case, the model is well-made. Usually, when you can see the body of the same creature through, say, a hand, the game glitches and completely removes the hand, as if we only see the body – this is fixed by using different degrees of transparency for such details. I worked on this in 2018, and I never want to do it again.
I've always been surprised by how they made the djinns transparent.