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My opinion is this: you have already added many interesting heroes. Start creating unique models for them; that's what's really missing.
From other universes (Winx, Conan, Star Wars, etc.), heroes should NOT be added under any circumstances! Unless it's from Naruto (sarcasm).
But overall, the mod is great! Well done!
P.S. If it's possible to rebuild a city using scripts, could you create heroes for a ninth faction, for example, Elementals, who would have this ability? After all, it's possible to create a city that won't appear in the list of factions (the very first semi-mod for Nag).
If there are any more people willing to create decent models, I'm all for it ;)
I understand the hint, and I would gladly help, but I'm currently busy with my own mod, and I don't have enough time for it. If anything is needed in Max, I can edit the in-game models a bit. But, you'll have to insert them into the game. By the way, are you deliberately keeping all the heroes uniform? For example, the Elves have a hero (I don't remember the name) who would look great with the attack animation of a human knight. The Demons have heroes who would look good on a Nightmare, with the animations of a Necromancer. And so on.
I understand the hint, and I would gladly help, but I'm busy with my own mod, and I don't have enough time for it anyway. If you need anything in Max, I can edit the in-game models a bit. But inserting them into the game is up to you. By the way, are you intentionally keeping all the heroes uniform? For example, the Elves have a hero (I don't remember the name) who would look great with the attack animation of a human knight. The Demons have heroes who would look good on the Nightmare creature, with the animations of a Necromancer, and so on.
The whole problem lies in exporting meshes attached to the animation skeleton in the game engine's format! The only option is to attach other meshes to the skeletons of the donors...
The whole problem lies in exporting meshes that are linked to the animation skeleton in the game engine's format! The only option left is to attach other meshes to the skeletons of donor models...
In simpler terms, if you remove the head from one model, is it enough to assign it to another model so that everything works? This means that the problem with new models for heroes lies in complex animations. Some undead heroes have a mismatch between the head and arms. What kind of models of other arms are needed to make everything look good?
If there are any more people willing to create decent models, I'm all for it ;)
I can't make models, but I can share my textures if they're useful (I use them on the Faidan model) - here are only Gilraen and Talanar, there are others, but they are still in progress.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
By the way, do you intentionally make all the heroes the same? For example, the Elves have a hero (I don't remember the name) who would be a perfect fit for the attack animation of a human knight.
I think you're talking about Gilraen - he's a swordsman by specialization. But here's the thing - how will he then shoot enchanted arrows, deadly arrows, and a rain of arrows if he's given the knight's attack animation...?
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Oversun, which of the three universes you listed is particularly unsuitable for Heroes V?
The point is that, as far as I understand, the NHF project doesn't go beyond the Ashan universe, meaning not only things like Winx and Power Rangers are unsuitable, but even characters from other Might and Magic universes won't be included in the project (i.e., heroes from Axeoth and Enroth shouldn't appear here).
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...
Some undead heroes have a mismatch between the head and arms. What kind of models for other arms are needed so that everything looks good?
I mean?! Oversun
In simpler terms, if you cut off the head from one model, is it enough to assign it to another model so that everything works? This means that the problem with new models for heroes lies in complex animations.
Not quite... In general terms, this is done as follows:
0) We prepare the necessary mesh: head, sword, shield, spear, etc.; 1) If the model consists of several meshes and they are not connected to each other, then they can be disabled... simply by specifying the number of meshes = 0 in one file, and this mesh is simply turned off, but there are very few such models; most of them are complex composite ones, and therefore the unnecessary part of the model is erased at the texture level, i.e., just make a part of the texture transparent on the grid; 2) In GrannyViewer, we look at the name of the skeleton bone, and an effect with a mesh is attached to this bone.
Here's a clear example ... based on the campaign Alaric!
Or here, the head from the campaign Alaric was attached to the campaign Laszlo!
Or here, I took the head and its native textures from what was found in the resources of the Knight who was banned by the developers back in the alpha version (most likely Godric), and attached this head to the standard Knight!
And here is a "perverted" method - the entire model of the standard Ornella is placed on Isabella's horse (a variant with the team flag)!
By the way, using the same method, the true heroine of NHF, Mirabelle, was implemented, but her head was also replaced + a collar was added!
P.S. And so, in NHF, Dugald also has his own unique appearance, and many other heroes / heroines! And how many more are unfinished... but that's another story!
What you're planning to add with these Heroes is truly commendable! I can't wait to test them out. Colleagues, when do you plan to add them to the new version of NHF?
So, there are models with female faces or a skull under a hood, but the arms remain the same, large, like those of a zombie. It's not critical, but it's noticeable.
Yes, that's pretty much how I imagined creating new models for the heroes. However, this affects performance; instead of loading one model, 3-5 are loaded, plus textures. That's why I wanted to ask how I can help? Maybe I can slice up the meshes? If I simply cut off a hand from the skeleton, you won't be able to attach it to a hero because the hero's hand has complex animations. This method works well for weapons or armor.
Could you please tell me which line and in which file controls the hero's position relative to the camera in the Hero window (the screenshot shows a glitch that I want to fix)?
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...