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

5.0 (2 ratings)
In reply to farfromrefuge
10 years ago
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farfromrefuge
To install the mod, simply place it in the data folder.

I did that, but the game started crashing.

P.S. I figured it out; I tried loading a save, and it crashed. If I start a new mission, it works fine.
Thanks to everyone!:smile14:
In reply to sadev
10 years ago
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I've put together a test ReShade configuration that adds effects to Heroes of Might and Magic V, such as "Adaptive Texture Sharpness," "SSAA" (Screen Space Antialiasing, a more advanced form of anti-aliasing), and "HBAO" (Horizon-Based Ambient Occlusion, a sophisticated ambient occlusion system that significantly improves the visuals). You can view the screenshots here: http://imgur.com/a/iRALt This configuration does impact performance, but I tried to strike a balance between image quality and speed. Also, HBAO requires DirectX 10, and DirectX 11 is even better. Here's the link to the configuration file: http://www.mediafire.com/download/r7v11i95sm7hrfm/bin.7z Extract the contents into the "bin" folder. Before using it, disable anti-aliasing in the game. You can enable and disable the configuration in the game using the Scroll Lock key.
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10 years ago
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In my opinion, it's too detailed; the outlines are too sharp, and as a result, it looks cluttered... But it's still interesting, thank you.
In reply to Ment
10 years ago
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Ment
In my opinion, it's too detailed; the outlines are too sharp, and it ends up looking like a mess... But it's still interesting, thank you.

I agree, everyone has their own taste. Could you take a screenshot of how it looks on your system? ReShade, that pesky thing, behaves slightly differently on different video cards.
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10 years ago
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I haven't installed it myself; I'm judging based on your screenshots. But in general, I won't have much time – I need to test it.
In reply to farfromrefuge
10 years ago
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farfromrefuge
I've put together a test ReShade configuration here, adding effects to the fifth game such as "Adaptive Texture Sharpness Enhancement," "SSAA" (Screen Space Antialiasing, basically advanced anti-aliasing), and "HBAO" (Horizon-Based Ambient Occlusion, a very clever ambient occlusion system that greatly improves the visuals).

You can see the screenshots here: http://imgur.com/a/iRALt

In terms of PC performance, this really hits hard, but I think I've managed to achieve a balance between image quality and speed.

And yes, HBAO requires DirectX 10, and even better, DirectX 11.

Link to the configuration: http://www.mediafire.com/download/r7v11i95sm7hrfm/bin.7z

Extract it to the bin folder. Before using it, disable anti-aliasing in the game. The configuration is enabled and disabled in the game using the Scroll Lock key.
I installed it and was disappointed. My hardware turned into tin foil... I foolishly replaced the SI and d3d9 files during installation, and now the question is: where can I download these files in a normal form... the ones I deleted when I replaced them?
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10 years ago
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d3d9 can be found in the "questions and answers about the map editor" thread in one of Dyrman's posts.
SI.bin is a file consisting of a single character - t.
In reply to RedHeavenHero
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10 years ago
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RedHeavenHero
You can find d3d9 in the "questions and answers about the map editor" thread in one of Dyrman's posts.
This is not a native file from the game, and it is available in the library:
/files/10078/>
A fix from Icha, which corrects some graphical issues in Heroes V, particularly when using the game under Win 7. To install, unpack the archive into the folder where H5_Game.exe is located (the bin folder in the game directory).


Added 25 minutes later
Also, an important addition.
This file is present in the 1C version, but it is not in the Bukka version.
(But the disk binding in patch 3.1 is not in 1C, but in Bukka's 3.1 version)
Bukka's edition was released later, and the textures don't blur in it. Maybe they already knew something)
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10 years ago
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I recently found a mod by sylan and I think it fits perfectly with this. I simply rewrote the texts and changed the size of some objects, because on some maps it was impossible to pass due to them.
https://yadi.sk/d/Kwv3ATsTknvNA
This mod needs to be placed in the data folder.
In reply to fktifzobr@mail.ru
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10 years ago
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The Arena, the Library of Enlightenment, and the Rope Bridge turned out great, but the rest... The Battle Academy and the Marletto Forge are too similar, and the Mercenary Camp is just... :smile17: Well, as they say, "different strokes for different folks."
10 years ago
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I agree, the library is really great; the standard one didn't fit the design of the game. The shipyard is good too. The other buildings have a worse design compared to the originals.
10 years ago
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The textures are top-notch; in some places, they are even better than in Heroes 7. We are eagerly awaiting further modifications from the author!
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10 years ago
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Some models, even with the same number of polygons, look really great! But comparing what Nival Interactive created in 2004-2005 is not entirely fair, as 3D designers were limited in the number of polygons they could use in the models, because the game needed to run and even work on 32 MB video cards! However, it should be acknowledged that, if desired, they could have approached the limitations less formally and used more imagination; this is very evident in the case of the "wood" textures! IMHO. P.S.
Dagonet
I agree, the library is very cool, the standard one didn't fit the design of the heroes. The shipyard is good. The other buildings have a worse design than the originals.
Well, that's correct because objects from Heroes 6 and 7 don't always fit nicely into the atmosphere of Heroes 5. If they were to create a kind of mix, it would be very interesting!
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10 years ago
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Some things were very jarring to the eye. Some of it was fixed. I would like the next version to address these comments.

Stone Ore
Modified file: \_(Model)\Resourses\Ore-lambert2.(Material).xdb
It was too bright, so I changed the lighting to:
L_NORMAL

Crystals
Modified file: \_(Model)\Resourses\Crystal-ruby.(Texture).dds
They were too bright and pale. I simply made the texture much darker and a little more saturated. Now they are like the originals, but with an improved texture.

Gems
Modified file: \_(Model)\Resourses\Gems-lambert2.(Material).xdb
They are very dark on maps with evening or night lighting. I changed the lighting to:
L_SELFILLUM

Chests
Modified file: \_(Model)\TESTS\dev\chest.(Model).xdb
The gold texture was too bright, and the glow was clearly unnecessary. I removed the glow:
L_NORMAL
Now the model is slightly higher above the ground, which causes a shadow to be drawn along the edge of the gold. It needs to be lowered (4E9A1489-3FAB-4CE2-A07C-011B96F9778E) slightly below the ground. For now, I simply removed the shadows:
false

Grass
However, it still doesn't look very good on the battlefields, so I reverted to the original. But at least its glow can be fixed.
Modified files:
\_(Model)\TerrainObjects\Grass\Flowers\Flower01.(Model).xdb
\_(Model)\TerrainObjects\Grass\Flowers\Flower02.(Model).xdb
\_(Model)\TerrainObjects\Grass\Flowers\Flower03.(Model).xdb
It stands out too much on evening and night maps. I removed the glow:
L_NORMAL

Next, a controversial point, some may disagree.

Reverted to the original water
I'm not sure that transparent water is a good idea. Crooked texture seams are often masked by the water, and in large bodies of water, the ground is often textured haphazardly, most often simply uniformly. And in the Dungeon, transparent water is simply not visible.
Deleted files:
\_(Material)\dev\ReflectiveWater.xdb
\_(Material)\dev\ReflectiveWater_Rampart_Adv.xdb
\_(Material)\dev\Test\Malkovsky\Water.(Material).xdb
\_(Material)\dev\Test\Malkovsky\Water_aligned.(Material).xdb
\_(Material)\dev\Test\Malkovsky\Water2.(Material).xdb
\_(Model)\SkyDomes\Virtual\*.*
\MapObjects\_(AdvMapTile)\Water\Water.xdb
\Textures\Terrain\Water\ReflectiveWater.dds
\Textures\Terrain\Water\ReflectiveWater.xdb
\Textures\Terrain\Water\ReflectiveWaterBump.dds
\Textures\Terrain\Water\ReflectiveWaterBump.xdb
\Textures\Terrain\Water\Water.dds
\Textures\Terrain\Water\Water.xdb
\Textures\Terrain\Water\Water_TNL.dds
\Textures\Terrain\Water\Water_TNL.xdb
\Textures\Terrain\Water\Water2.dds
\Textures\Terrain\Water\Water2.xdb


P.S. I won't list my preferences for ground textures and some objects, but I also changed a lot there...

To top it off, here's another replacement for the underground gates:

>> Download <<
I also modified this mod - I removed all the purple tint, but the link is to the original.
10 years ago
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farfromrefuge

[/U]To get clear shadows, go to the "Documents \My Games \Heroes of Might and Magic V - Tribes of the East\Profiles" folder and find the file user_a2.cfg. Locate the line "setvar gfx_depth_tex_resolution" and set its value to 2048.

Is it possible to make the shadows even clearer? To be honest, everything looks good, but the shadows ruin it all.
Video: https://youtu.be/POxjA5uFRj0
"HeroesWorld"
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