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Posts from The fourth column in mercenary towns.

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Yes, an editor and archiver are essential, but what programs are needed to create a new geometric shape, considering its capabilities, etc.?
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Graphical 3D editor.
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vsm archiver? How do I use it?
In reply to Ment
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Ment
Not just any version, but Maya 6.0, because it's the only one that offers some clever features for the map editor, allowing you to insert models into it.
You can find everything here: http://psatkha.narod.ru/tutorial_ru.html


Maya 6.0 is actually only needed in the final stage, when the finished model needs to be "re-converted" into a format that the game (Heroes 5) can understand – but you can create models in any editor you're familiar with (or have a license for :D) – for example, in 3DMax.
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Help, I did everything as instructed, but the log still says it can't find the file. Help!
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for example, in 3DMax
And then the headache begins when converting to the required format.
Ment help, I did everything as instructed, but why does the log say it can't find the file?
Help!
Do you have the correct version of Maya?
 

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May 6.0

Added 37 seconds ago
I uploaded the archive from there.
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I probably won't be able to answer you right now. Try contacting psatkha.
 

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Although the topic is probably dead, I'll still add my own thoughts; maybe someone will read it and find it useful: What would I use the fourth column for? To recruit neutral creatures related to the faction. There's no need to make them look like alternatives. They should be completely different creatures. I think the idea is worth considering. Personally, I did this with the third column. I removed the obviously useless creatures, replacing them with completely new ones (not everywhere, where I liked the creatures, I didn't change them). For example, in the Academy, the third column is completely replaced: Gremlins Saboteurs - with Fire Elementals Elemental Gargoyles - with Air Elementals Obsidian Golems - with Earth Elementals Battle Mages are moved to the second column, the third - Water Elementals Viziers of Djinns - with Thunderbirds (the same Air Elementals, but with lightning around them and new abilities, and they throw lightning 2 times) Rakshasas - with Manticore with a lion's face (although they could be in the second, and the regular ones in the third) Thunderers - with Atlanteans (giants with a water element) Also, the creatures of the Necropolis are completely replaced in order: Bone Mages (minor damage), Mummies, Marsh Creatures (a ghost of a woman, can shoot once), Ghouls (a mix of zombie and vampire), Necromongers (a Necromancer model on a hellish steed in corresponding Necropolis colors), Death Knights (well, everyone has seen them). And for Astral Dragons, I added a deadly gaze and incorporeality. I also replaced everything for the Orcs. Everything is taken from NHF (trolls, wild griffins, wolves, troglodytes, etc.). For the Elves, I only replaced Light Unicorns with Pegasi (they can heal like Paladins, and the combat ones can shoot once, like Jarls), Emerald Dragons with Golden Dragons, and placed Phoenixes in the third column. And so on. Accordingly, all the new creatures spawn on any map, as they are a complete replacement for the original ones. And the removed creatures are placed in the neutrals. Of course, the characteristics of the new ones are adjusted to the old ones. But some spells and abilities have been changed. I told you about my idea and how I implemented it in my own way. Perhaps there is a better solution.
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It's not intuitively clear... For example, if you visually separate the fourth column from the first three, it might make more sense. Although, in my humble opinion, such a thing (in a partial implementation, without overloading the interface) is only possible with integration with ncf. Without it, there are already few neutral creatures, and if they also cease to be neutral, it will become very boring.
 

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To be honest, there aren't that many high-quality units in the ncf file. I reviewed everything. I liked a lot of it. Some of it had to be reworked. But most of it remained unused. And regarding a separate fourth column, not related to the others, I agree. I just haven't found a solution yet, so I used the third column. By the way, I had an interesting idea – to remove all creatures from the first column, defining them as neutral, with the possibility of upgrading (when joining) in the city of a related faction. Leave the first two columns as the main ones, with equivalent alternative creatures, and make the third column for other units of related factions. After all, the first column becomes useless after 20 minutes anyway. No one uses it. Everyone uses the alternatives they like. Then everything planned can be implemented.

Added 6 minutes later
By the way, new neutral creatures or faction units can be tried based on the models from Heroes 6.
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Keep the first two columns with equivalent alternative creatures as the main ones, and use the third column for other units related to the faction. After all, the first column becomes useless after 20 minutes. No one uses it. Everyone uses the alternatives they like. Then everything that was planned can be implemented.
Exactly the same thing has already been implemented in the WGE mod. 3 alternatives instead of upgrades. And with well-developed differences.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
Автор Асимметричных шахмат
In reply to wildcat
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wildcat
To be honest, there aren't that many high-quality units in NCF. I reviewed everything. A lot of things were good. Some had to be reworked. But most remained unused.

By the way, you can try creating new neutral creatures or faction units based on models from Heroes 6.

I have received permission to use resources from the game Heroes VI for Modding in HoMM V!

:smile13:

Share your ideas in this thread – NCF:rolleyes:

Sincerely, Psatkha
In reply to psatkha
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psatkha
I have received permission to use the resources of the game Heroes VI for Modding in HoMM V!

:smile13:

Share your ideas in this thread - NCF :rolleyes:

Sincerely, Psatkha

By the way, the Nagas are already done. True, the generals need some refinement.

Added after 16 minutes
You can find it here as a base: http://vk.com/club40470309. The Kapu and Shark Raiders are quite usable. Only the death animation needs to be refined for the Naga generals. And both should have their movement animations fixed, as they were based on Rakshasa and therefore don't crawl but jump visually. Orcs and Black Guard look great and have normal working models. Giant spiders definitely need to be reworked.
Hopefully, this will be useful...

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