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.
Posts from Modding
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.
For any other maps, use the patcher from nhf – it removes the limit.
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.
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 before. Is this a 2D texture from the interface?
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.
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
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.
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.
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.
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
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.
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