That is, there are models with female faces or a skull under a hood, but the hands remain the same, large, like those of a zombie. It's not critical, but it's noticeable.
Yes, that's roughly how I imagined creating new models for heroes. However, this affects performance; instead of loading one model, 3-5 models + textures are loaded. That's why I wanted to ask how I can help? Maybe by cutting 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 is well-suited for weapons or armor.
In principle, you can assign a separate static hand mesh to each animation in different corresponding variations! :smile13:
Added 1 hour 53 minutes ago
Please tell me which line and in which file is responsible for the hero's position relative to the camera in the Hero window (the screenshot shows the glitch that I want to fix).
Cameras\Interface\HeroScreen[COLOR="Magenta"]HERO_NAME[/COLOR].xdb
In this file, you need to create the corresponding camera; for an angel/archangel, it will be:
2.72718
-6.9891
1.76451
0.85784
35.5048
0
7.85535
54.4316
1
500
MapObjects\Haven[COLOR="Magenta"]HERO_NAME[/COLOR].(AdvMapHeroShared).xdb
In this file, you need to specify the path to the individual camera file
<heroindividualcamera href="/Cameras/Interface/HeroScreen/HERO_NAME.xdb#xpointer(/Camera)"/>

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1