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Guide on adding a new model, animation, and creature to HoMMV

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Frozensoull

I have a small suggestion, if you don't mind. Perhaps it would be worth describing the process of editing models, even if it's not very complex? For example, simply deleting polygons or some objects from the model. Or describing how to attach new objects, such as weapons or armor elements, to the model. It doesn't seem difficult, but it would be useful for beginners, as it would give them certain creative possibilities.
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P.S. It would be interesting to see a section on working with animations, how well animations from Heroes 7 adapt to Heroes 5, besides "move." And whether the entire set matches or some have to be assembled and edited piece by piece, as in my case.


Are we talking about models that should have a mirrored unfold on some flat elements?
Perhaps there is another solution, but in my opinion, it is easier to work with such models using the "Shell" modifier, slightly increasing the thickness of the object. However, sometimes you need to do some fine-tuning, as extra polygons are often created, which need to be deleted or their positions edited.

It would probably also be worth describing other problems that you might encounter in the guide, as well as ways to solve them. Although, I don't know, maybe that's unnecessary.

The suggestion to describe some additional basics is very good, but I won't do it because I just won't be able to handle it. There should already be a lot of information here without which it is impossible. You yourself should think that you also need to briefly describe working with in-game archives for a beginner, and that's practically an entire section. But otherwise, the person simply won't be able to test the finished model. If there is a desire to describe the above-mentioned Max functions in a simple and clear way, I will be very happy to add this to the tutorial in the "additional information" section. And as a separate topic, it would also look quite good. Something like "useful Max functionality for beginners." I myself would be happy to read about skinning, as I haven't done it properly in Max yet. Otherwise, beginners will simply have to Google and look for tutorials themselves. In the end, this information is not rare, unlike information about importing a model into Heroes 5.

Regarding animations, some animations require a lot of tweaking, but this is rather a rare case. Regarding improving the movement animation. When the main part is ready, I will definitely write about fixing the movement animation in the "additional information."

Describing problems is not superfluous, but I may not have the strength to cover everything. I will definitely write in the additional info how to fix the move animation and how to quickly split the model into several parts if it has several textures.

"mirrored unfold" - what kind of beast is that, if you don't mind me asking? An unfold is a UV map of islands for displaying textures on a model. If you mean that some polygons are displayed "facing the wrong way," then this is called a "normal" and is fixed either with a modifier or with a button (I'm not sure if it's "flip" or "invert," I do it automatically) in editable poly mode.
This also needs to be written about. I currently have a problem where the inside of the guardian's helmet is transparent on the face side. It's easy to fix, but it's not easy to describe how to fix it for a beginner. I'll think about it.
And doesn't Heroes have a function to make a two-sided material? Does anyone know how such functions work from the point of view of the engine, does it multiply the number of polygons calculated in the game or not? (You can find out by cutting it out during the game with some ripper and looking at it in Max.) If the polygons are not multiplied, then it is more appropriate to use this function, if they are multiplied, then it is more appropriate to select only the necessary polygons and manually copy and unfold them in Max.

Added 13 minutes ago
footman
However, the manual did not address the problem of polygons not being displayed due to incorrect unfolding according to the engine, but you apparently have not encountered this yet.
The manual is not finished yet.
And I didn't understand you, either you are using the term "unfold" incorrectly, or I really haven't encountered this problem.

I've said it twice already and I'll repeat it again - your experience and reasonable criticism with additions are more than welcome in this guide. I can explain "in simple terms," and I will translate it into a language for... beginners.
But you once again carelessly throw out half a sentence (possibly with your own strange terms) and run away.

Yes, I also have the feeling that this is written from the position of an "expert" in the sense of "you probably haven't encountered this yet" (like, you'll understand when you live longer). Maybe I'm wrong, then I'm sorry. But if this is really the case, then it's stupid, considering that a couple of months ago I explained the simplest thing to you, how to move a bone and create a keyframe. And I explained it in a "beginner-friendly" format with pictures, because it was too difficult to explain "in simple terms." In short, not knowing something is normal. But pretending to be an expert while not knowing something is stupid. Don't do that.
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