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Heroes Community > Heroes 5 - Modders Workshop > Thread: Six to Five (H6-H5 Object replacement)
Thread: Six to Five (H6-H5 Object replacement)
xuxo
xuxo


Responsible
Known Hero
posted August 19, 2015 09:58 PM
Edited by xuxo at 18:03, 06 Dec 2015.

Six to Five (H6-H5 Object replacement)

Topic removed

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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 19, 2015 10:32 PM

Will be compatible with Mag's Might and Magic Heroes 5.5?

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xuxo
xuxo


Responsible
Known Hero
posted August 19, 2015 10:37 PM

ofcourse, and in the case of adding new items to the editor (decorative only), would have to combine index.bin file (that I know only that) I think magnomagus uses.

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lotihoti
lotihoti


Famous Hero
posted August 20, 2015 08:09 AM

would love to c that happen
New models are always nice...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 20, 2015 03:35 PM

Interesting technology but a few problems:

-H6 models always come out really small in H5, is it possible to enlarge them. for example the pyramid looks very small relative to orc road (one tile width)

-I cannot modify the index.bin, although there have been people in the past who could do it.

-I don't know how to add new IDs for adventure buildings, like I did with artifacts. For decorative objects this should not be a problem.


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ldongder
ldongder


Adventuring Hero
posted August 20, 2015 03:54 PM

Good try, expecting something fresh !

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xuxo
xuxo


Responsible
Known Hero
posted August 20, 2015 04:00 PM

TSoD (I contacted with this mod these days) I add new dwellings modifying index.bin seems. There is a (very long) line exactly where all this seems to add. The sizes do not have fixed k but I have imported more or less as I wanted, at least the trees are identical and move exactly the same. Can the size determined AIGeometries? still not to be served haha to calculate the measures, import models HeroesV to 3Dmax, and all the Heroes VI Enlarged in proportion before exporting it, because you're right, the models are much smaller in Heroes VI original.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 21, 2015 06:08 PM

Halelujah!!!

Nazdrave Xuxo! (cheers in Bulgarian )
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted August 22, 2015 06:02 PM

This could be nice to test it.

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Antonsky07
Antonsky07

Tavern Dweller
posted August 22, 2015 08:13 PM

Wow! This looks impressive. I've got three questions.
1st-Are you going to replace all creatures with Heroes VI models? Or you want to implement them as seperate neutral creatures? If you replace the existing ones will you change their skills and stats to match them?
2nd-Do you think about doing the same with heroes VII models? The modding is supposed to be really easy(if we believe devs) and exportoing models shouldn't be difficult. It would be really cool to merge linups of HVI and HVII.
3rd-This question isn't really about your mod but about modding heroes VII. I've got big modding plans about Heroes VII and would like to reintroduce some creatures from Heroes VI in a very changed form but based on HVI 3d models. I was thinking if you could send me  models of those creatures: ghoul, manticore and goblins all in their basic formes. I asked this in HVI and HVII moding threads but with no response. I know it looks kind of pathetic but I really got no other choice because I suck at extracting, converting and all those stuff.

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cleglaw
cleglaw


Famous Hero
posted August 22, 2015 09:12 PM

congratz for your work this is interesting...but i have a question: how is this possible to lower polygons without quality loss? they still look impressive and when i  think about performance issues, it makes me wonder why do these original models have that much poligons? does that mean h6 could have been better optimized?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 22, 2015 09:45 PM

Is it also possible to do the opposite: increase the polygons on the H5 models?
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devilfire
devilfire


Adventuring Hero
posted August 22, 2015 09:53 PM

Can you replace those ugly elemental models ? It would be great if you do that because the current are just awful !

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xuxo
xuxo


Responsible
Known Hero
posted August 22, 2015 10:58 PM
Edited by xuxo at 23:00, 22 Aug 2015.

Quote:
Are you going to replace all creatures with Heroes VI models?

Personally I do not like heroes units VI, I see their personality, for now I just want to perhaps replace the trees, and especially to add new objects in the editor, I have not thought about replacing units.

Quote:
Do you think about doing the same with heroes VII models?

First we will have to wait out heroes VII. Heroes VI model / textures / skeleton, but the animations are not extract, and I'm not interested in heroes VII until proven this well programmed (AI) etc.

Quote:
how is this possible to lower polygons without quality loss?

3Dmax from 2010 there is a modifier called ProOptimizer that works wonders. We must also say that heroes VI this VERY BAD optimized.

Quote:
Is it also possible to do the opposite: increase the polygons on the H5 models?

Yes, but I think it is quite unnecessary in general. If for some reason you can add some polygons. No point even hold out until the game engine models .... what do you think would need more polygons?

Quote:
Can you replace those ugly elemental models ?

But could be done using existing animations in Heroes V. My except fire elemental, others like me.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted August 23, 2015 07:23 PM

Quote:
Yes, but I think it is quite unnecessary in general. If for some reason you can add some polygons. No point even hold out until the game engine models .... what do you think would need more polygons?


In my opinion all creature models could use an upgrade. They look outdated, models from newer games have rounder arms and legs.
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xuxo
xuxo


Responsible
Known Hero
posted August 23, 2015 08:05 PM
Edited by xuxo at 20:13, 23 Aug 2015.

if the game engine had a better lighting, you could try, but uses a disgusting system "vertex color" surely would be amended should be added if more polygons, and would look just the difference in battle. I tried unsuccessfully to include a "bump map", but could not. In a future return to the texturing units, much more illuminated than I did, and I think that will make sufficient effect.

Like you have not noticed, but I replace all PRT map LOD models for high quality, that's something!

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yuxin900419
yuxin900419

Tavern Dweller
posted December 08, 2015 10:32 PM
Edited by yuxin900419 at 22:34, 08 Dec 2015.

where can I find the samples and download? its not on the first post?
I must getting old......I cant find it....
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