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MaksSP
Hello everyone!
I have two questions for the Heroes experts. I decided to play through the Orc campaign and noticed some things that I would like to fix:
1) Are there Orc models with better detail? It seems to me that the Orcs look the most "plastic," especially levels 1-3.
2) I noticed this before, but it's especially noticeable in this campaign: the heroes seem to "twitch" (double) when moving on the global map. I noticed this with the hero Kujin in the "One Khan, One Clan" campaign. One could talk about the limitations of the engine, etc., but when playing as Toulun in the same campaign, this doesn't happen; he moves smoothly.
I have removed all hero replacer mods.
I wanted to ask if anyone knows where the hero movement is encoded in the files, so I could at least compare the code for these two heroes and find the differences. There is a chance that this can be fixed.
Max, what do you mean by "better detail"? If the modders port it to Unreal Engine, the graphics will be amazing... but as it is, all the models are made of triangles... polygons consist of triangles....
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Pavlinho
Max, what's the best level of detail? If modders port it to Unreal, the graphics will be amazing... but as it is, all the models are made of triangles... polygons consist of triangles...
Actually, you're wrong, you can improve the appearance by using the textures themselves. There are guys on the forum who made such mods, I know there are some, and it's not so much about the resolution of the textures, but about adding details, like armor or vegetation for the Orcs. About Heroes on a new engine, I know that the guys have taken on a big task, and there are doubts that they will be able to handle it (unless some company hires them to make a remaster). There's still a long way to go before it's finished, considering that the visual style is planned to be identical to the base version of Heroes, and I haven't seen any mods for the game on the Unreal engine.
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MaksSP
Actually, you're wrong; you can improve the appearance by using the textures themselves. There are mods on the forum that do this; I know there are, and it's not so much about the texture resolution as it is about adding details, like armor or orc vegetation. As for Heroes on a new engine, I know that the guys have taken on a big task, and there are doubts that they will be able to handle it (unless some company hires them to make a remaster). There's still a long way to go before it's finished, especially considering that the visual style is planned to be identical to the base version of Heroes, and I haven't seen any mods for the game on the Unreal engine.
Textures are images that are applied to a model... you can draw as beautifully as you want, but if you apply that image to a "triangular stone," as the game figure was a "triangular stone," it will remain a "triangular stone," only now it will be a "beautiful triangular stone."...
And about Unreal – of course, the visual style will initially be the same as in Heroes 5, for a simple reason: where else can you get other models? They need to be created or the existing ones need to be reworked, which also takes time and effort.
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The issue of heroes moving in a jerky manner can theoretically be fixed if the bug lies in the numerical values of their movement speed, rather than in the animation itself.
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MaksSP
Actually, you're wrong; you can improve the visuals by using the textures themselves. There are mods on the forum that do this; I know there are, and it's not so much about the texture resolution as it is about adding details, like armor or vegetation for the Orcs. Regarding Heroes on a new engine, I know that the guys have taken on a big task, and there are doubts about whether they can handle it (unless some company hires them to make a remaster). There's still a long way to go before it's finished, especially considering that the visual style is planned to be identical to the base version of Heroes, and I haven't seen many mods for the game on the Unreal engine.
It's just that if the whole game is moved to Unreal, that would be a huge step forward... then they could make an editor for modding, and people might get involved and implement improved models... but on the current version of the game, transferring models is such a hassle that I don't want to deal with it.
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fktifzobr@mail.ru
The issue of heroes moving in a jerky manner can theoretically be fixed if the bug lies in the numerical values of movement speed, rather than the animation itself.
The question is, which files and code are responsible for movement? Perhaps someone knows where to look and why one hero moves smoothly while another exhibits jerky movements.
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Good evening/afternoon/morning to everyone! Does anyone know of a mod that gives Djinns and their avatars a spellbook?
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The question is about making a Goblin Trapper use ranged attacks, but when he throws stones, the trap remains suspended in the air. Is there a way to fix this?
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Valera 111
I made a Goblin Trapper into a ranged unit, but when it throws stones, the trap stays suspended in the air. Is there a way to fix this?
Well, I'm afraid you'll have to remove the trap and change all the animations. The attack should be a kick from the Goblin Shaman, remove the "stir" animation, use the other animations from the basic Goblin, and use the idle animation from the Goblin on the Tower.
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fktifzobr@mail.ru
Well, I'm afraid I'll have to remove the trap and change all the animations. The attack will be a kick from the goblin shaman, remove the "stir" animation, use the remaining animations from the basic goblin, and use the idle animation from the goblin on the tower.


I know how to remove the trap and change the animations, but can I give him a weapon from a regular goblin or someone else?
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Valera 111
I made a Goblin Trapper into a ranged unit, but when he throws stones, the snare gets stuck in the air. Is there a way to fix this?
I also made a Trapper into a ranged unit. He throws snares with his ability and shoots with the animation of a regular attack: a swing with the snare and then he throws a stone, I gave him 8 shots.
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Mооnst@r
I also made the trapper a ranged unit. He throws traps with his ability and attacks with the standard attack animation: a swing with a trap and he throws a stone, 8 shots.
Did it turn out like a sling with a trap?

Here's my version: the throwing animation is from the goblin from the Tower, and goblins just throw stones.
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Valera 111
Did it turn out like a sling trap?

Here's my version: the throwing animation from a goblin in a Tower, and here are just goblins throwing stones.

Yes.
You have the animation from a different goblin, so the chain doesn't work there.

Added 8 hours 21 minutes ago
Valera 111, I don't know what you had in mind, but if you don't like this option that I suggested, you can make the trapper not a ranged attacker. For example, a Tier 1 Necropolis unit, there's only one ranged attacker there. Leave the trapper as is, and make the regular goblin and the goblin shaman (the drum disappears normally) ranged attackers with the animation of a regular goblin. Or, you could try to remove the chain and trap during the shooting animation of a regular goblin. I don't know how to do that.

Hi,

Can anyone attach fire effects to the fire bird's animations? (Idle, attack, etc..).

I managed to restore the fire bird itself, but it doesn't have any fitting fire effects.
the phoenix's fire effects don't match with the animation and glue to bone doesn't solve it either.

 

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Good day to all. There is a mod called "Classic Load Screen" which, as the name suggests, changes the loading screen to the classic one with the "Griffin". However, I haven't been able to find an alternative version featuring the "Arcat Dragon" from the Hammers of Fate expansion. If anyone can create this small mod, I would be very grateful.

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