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

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Frozensoull

By the way, it seems Esto100nec1 had a guide on in-game archives; maybe to save time and effort, you could just attach a link to your guide? Or even quote the main points from it, if Esto100nec1 doesn't mind.
I need to contact him later; I think he'll be all for it, and maybe he'll even want to join in creating a comprehensive guide.
Frozensoull
Okay, when I have the chance, I'll send you a document describing those simple editing options I was talking about, and I'll show you with screenshots. I think you'll figure out how to present it in a more accessible way for the viewers.
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And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
Cool, that will be great and very useful. The main thing is to try to describe the workflow in a way that's easy to understand, even for complete beginners.
Frozensoull

Can I ask, is this about adjusting the model's animation based on coordinates, time, cycle length, and playback speed, or is it a specific fix that allows you to use a stationary movement animation, but only in the context of the 5th game?
No, unfortunately, it's just adjusting the coordinates in Max; nothing new.
Frozensoull

Is this a "side effect" of converting to SMD, where after the conversion, all the meshes/materials are merged into one?
That too. But the model is already initially given to us as a single mesh after importing it from Unreal Engine through a script. It's relatively easy to fix because the model mostly retains the polygon IDs that correspond to the display of different textures. So, you don't need to separate the model completely manually.
Frozensoull
I don't think it's implemented because I've gone through all the possible material parameters, but I haven't been able to achieve the desired result. However, as I already said, it can be fixed with some "tweaking" using the "Shell" modifier in 3ds Max, at least on the models I've worked with. It's also likely that this can be fixed by duplicating and mirroring the polygons.
It's better to use at least the method that Footman described above to fix this. But the easiest way is to simply select the necessary elements in editable poly, copy them, and press the turn button. The method with the "Shell" modifier is too tedious, in my opinion.

Added after 39 seconds
footman
And I'm 100% sure that it's not, because if it were, the developers wouldn't have duplicated the sides, for example, in the chain of monks.
I understand. That's a shame.

Added after 20 minutes
Frozensoull
And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
Is this about attaching a separate object (say, a sword or shield) to a specific bone? And will this be saved when exporting to Heroes 5?

Added after 30 minutes
I found an error in the order of actions in my guide. I know how to fix it. It will be fixed.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.