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Posts from GEMs - GEMred (Pre-rendered textures, PRT) и другое

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#92
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New patch with improved compatibility with H5.5. If you encounter any gameplay bugs that might affect this mod or any other, please let me know so I can try to fix them. Greetings!
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#93
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New patch is available. Enjoy!
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#94
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Good afternoon! Could you please tell me where the tree textures are stored in the mod's structure? I can't find them, and I want to replace them because they look strange; they were more realistic in the previous version.
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#96
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Okay, I've found those specific trees that look bad, as if the branches were enlarged, but I can't replace them. After replacing or deleting them, only textureless skeletons remain. The file is located at: GEMRed 0.5.2.pak\Textures\auto-imported_______320\TerrainObjects\Grass\Trees\Autu mn_Trees\TreeBig, and the file names are Pino.dds and Pino.xdb. If the author or anyone who knows how to solve this problem could provide guidance, or perhaps replace the texture with a more realistic one. This is how the coniferous trees currently look: And this is how they looked before: How can I revert to that version?!!
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#97
For the trees, as they are sometimes used on other buildings, I use a different texture path. You must directly delete the .(model) file, so that it does not find the new geometry or the new texture. Do you really like old trees better? My mod obviously pulls cartoon to one side, similar to units, and I try to make it look good in contrast at a considerable distance, hence the exaggeration of some models.

Waterfall, you have permission to use mercury, but knowing that you are doing a remake of H3. I invite you to enter the server (I am already observing your work in silence) because I would like to talk to you about collaborating on the topic of new Heroes, coming from H3 and H4, an idea that we can surely have a lot in common :)
In reply to xuxo
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#98
xuxo
For the trees, as they are sometimes used on other buildings, I use a different texture path. You must directly delete the .(model) file, so that it does not find the new geometry or the new texture. Do you really like old trees better? My mod obviously pulls cartoon to one side, similar to units, and I try to make it look good in contrast at a considerable distance, hence the exaggeration of some models.

Waterfall, you have permission to use mercury, but knowing that you are doing a remake of H3. I invite you to enter the server (I am already observing your work in silence) because I would like to talk to you about collaborating on the topic of new Heroes, coming from H3 and H4, an idea that we can surely have a lot in common

Thanks for the answer! Tell me where is this file, which removes the skeletons of trees?

The second question, do you have other textures to replace this one, on a smaller branch scale?
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#99
If you delete this folder, the original trees will appear. 
_(Model)\TerrainObjects\Grass\Trees\SpurceTrees\

in version 0.4.1 and earlier if I used a different texture, but honestly, I would prefer the one from the original game. I leave you the link in case you want to locate it
https://bit.ly/3jB6ggh
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#100
xuxo
If you delete this folder, the original trees will appear. 
_(Model)\TerrainObjects\Grass\Trees\SpurceTrees\

in version 0.4.1 and earlier if I used a different texture, but honestly, I would prefer the one from the original game. I leave you the link in case you want to locate ithttps://bit.ly/3jB6ggh

Thank you!
I tried to delete this folder, but completely different trees of the worst kind appeared. Tell me, how to return the trees from the base game instead of those trees?

And another question, with the new textures, it is noticed that some trees are floating in the air.
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#101
This is my mistake that I have to correct in the next version, because I have to re-import all the meshes of the trees by expanding the trunk. It's something I keep in mind. You're right, the mesh ID is the same, that folder will only delete the textures. You will have to look at each file (model) and the Geometry number, look for it in the bin/geometries folder and delete them all.
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#102
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Thank you, we will be waiting for new versions.
In reply to MaksSP
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#103
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I want to express my huge respect to the mod author!!!) The map I'm currently working on looks amazing with it!) Thank you for this wonderful mod; the game looks much more interesting!)
YAAAHOOOOOOO:smile14:
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#104
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Thank you very much for your message. I encourage you to join our Discord and use Gemnod; we want to share maps created using both mods, as well as provide a platform for you to offer your advice and suggestions!
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#105
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xuxo, there's a problem with the models of resources dropped from the windmill in the campaign "In Honor of Our Fathers", mission "Wrath of Heaven".

After the catapult strikes the windmill, it is destroyed and four resources drop: mercury, ore, wood, and gold. Three black squares also appear. After saving the game and then loading it, the entire map is black. The problem is with the resource models. If you delete the resource models, everything works fine. It seems to me that if other resources with modified models dropped from the windmill, it would be the same.

P.S. The problem is solved by changing <ProjectOnTerrain> from true to false in the model files.
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