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#979
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G0ldiel
created a path, it worked, thanks! It would also be nice to fix the bug in the Warlock, which fires very quickly but the animation only plays afterward... but you need to copy the files from another Warlock.
The main thing is that the effects are correctly defined there; if heads are attached using an effect, there is a risk of bugs.
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#981
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Fellow modders, I have a question for you. I am currently actively developing a mod to replace the Mountain People and, along with that, adding new heroes for each faction. After studying several mods that add heroes, I tried to add my own. However, the hero is not in the list of available heroes, although it is specified in Any.xdb and the xdb file responsible for the faction's hero pool. If anyone has dealt with something similar, please help.
In reply to Тёмный Мессия
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#982
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Dark Messiah
Dear modders, I have a question for you.

I am currently actively developing a mod to replace the Mountain People, and as part of this, I am adding new heroes for each faction. After studying several mods that add heroes, I tried to add my own. However, the hero is not in the list of available heroes, although Any.xdb and the xdb file responsible for the faction's hero pool indicate that he is included. If anyone has dealt with something similar, please help.
Most likely, there is a limit on the number of heroes in the maps; find a mod that adds heroes from the campaign – the maps have been processed, and Zakhar has a similar file that comes with the Inferno heroes mod.

For any other maps, use the patcher from nhf – it removes the limit.
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In reply to Тёмный Мессия
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#983
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Dark Messiah
Dear modders, I have a question for you.

I am currently actively developing a mod to replace the Mountain People, and as part of this, I am adding new heroes for each faction. After studying several mods that add heroes, I tried to add my own. However, the hero is not in the list of available heroes, although the Any.xdb and the xdb file responsible for the faction's hero pool contain the information. If anyone has dealt with something similar, please help.
In the map, specify the hero <availableheroes or delete all of them there, and close the line. or delete all of them there, and close the line.>
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#984
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fktifzobr, Mооnst@r, thank you for your help.
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#985
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Why does the game crash when textures are compressed in DXT3 or DXT5 at the point where the game starts using that texture, even though the original texture is already compressed in DXT3?
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#986
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Mооnst@r
Why does the game crash when compressing textures to DXT3 or DXT5 at the point where the game starts using that texture, even though the original texture is already compressed in DXT3?
I've never encountered this issue. Is this a 2D texture from the interface?
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#987
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fktifzobr@mail.ru
I've never encountered this before. Is this a 2D texture from the interface?
I had a similar problem with the attack bar, when I increased the texture size, and now I have the same problem with the texture for the rider's weapon; it has also become larger, but the strange thing is that when I look at it in another mod, it's compressed, and the texture size is large, but it doesn't work that way for me.
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#988
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Mооnst@r

There was an issue with the attack bonus scale. When I increased the texture size, a problem appeared on the texture for the rider's weapon; it also became larger. However, the interesting thing is that when I looked at it in another mod, it was compressed, and the texture size was large, but it doesn't work that way for me.
Well, I'm not sure, but I would try loading the texture from a TGA file through the map editor; maybe that will help.
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#989
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There's an issue with DDS textures – some compression types have a quirk regarding the aspect ratio, and I'd recommend changing the texture size in the DDS file by a few pixels so that the ratio is approximately 2, 4, or 8 (I don't remember exactly). For example, if the working size in the game is taken from the "......(Texture).xdb" file and is 414x154, then the texture should be made 416x156.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
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#990
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and to be honest, I've never had any problems with textures, except for one really stupid bug – when I set the size to a number that wasn't a power of two, like 513 instead of 512, but I think you've already checked that.
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In reply to vova2112
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#991
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vova2112
There's an issue with DDS textures – some compression types have a quirk regarding the aspect ratio, and I'd recommend changing the texture size in the DDS file by a few pixels so that the ratio is approximately 2, 4, or 8 (I don't remember exactly). For example, if the working size in the game is taken from the "......(Texture).xdb" file and is 414x154, then the texture should be made 416x156.

The texture was 1035x256, but I redid it to 1024x256, entered the new parameters, and everything started working. I thought about it, but I was too lazy to check myself. Thanks to everyone.
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#992
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2 vova2112

Does your file conversion method work without using Maya if you need to convert not a model with animation, but just a static model for the global map?
If yes, could you outline the correct sequence of actions in this case?
I improvised a bit, and I got the following in the log window:

Can't get Geometry exporter settings,
check UserData.xml in "ObjectTypeDataMap" section/

Import material list for \NewGems.xdb#xpointer(\Model) from granny file...
Warning: Materials.[0] contain invalid material reference

Can not load skeleton granny file c:\gamers\heroes of might and magic v - tribes of the east\Editor\H5MMods\NewObject\bin/Skeletons/8A0B.. (in general, the file name)

I assume that the material error is related to the fact that I did not assign a material to the model in Max, I only did the UV mapping. But I have no idea about the other points.
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#993
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L'Garold
2 vova2112
Does your method for converting files work without using Maya if you need to convert not a model with animation, but just a static model for the global map?

In theory, it should all work, but I don't know how to implement it. First, you need to figure out how static objects are added to the game.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
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#994
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L'Garold
2 vova2112

Does your file conversion method work without using Maya if you need to convert not a model with animation, but just a static model for the global map?
If so, can you outline the correct sequence of actions in this case?
I improvised a bit - I got the following in the log window:

Can't get Geometry exporter settings,
check UserData.xml in "ObjectTypeDataMap" section/

Impotr material list for \NewGems.xdb#xpointer(\Model) from granny file...
Warning: Materials.[0] contain invalid material reference

Can not load skeleton granny filec:\gamers\heroes of might and magic v - tribes of the east\Editor\H5MMods\NewObject\bin/Skeletons/8A0B.. (in general, the file name)

I assume that the material error is related to the fact that I did not assign a material to the model in Max, I only did the unwrapping. But I have no idea about the other points.
to import, you need to delete the skeleton line

an empty model is always loaded with the skeleton



Added after 33 minutes

I was interested in the line Impotr material list for \NewGems.xdb#xpointer(\Model) from granny file... the fact is that when loading a model into the game, a gr2 version of the model is created, which I usually delete

I conducted a test

I took an already loaded model, deleted the geometry, deleted the mb file from which I was loading, but I left the file in the GrannyGeometries folder - I performed the import, the model appeared

but it's too early to rejoice, I need to test the import of third-party gr2 files, and not those that the game creates when importing models



Added after 5 minutes
it worked, but I made the gr2 file from Maya 6, I just didn't load plugins for other programs
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