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

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zahar0z
These aren't logical groups, but rather different folders with very long and distinct root paths. There's a greater grouping of files (apparently, the developers themselves realized over time that this is more convenient). Compare the files of, say, a knight, i.e., creatures from the original game (scattered throughout the archive), and, for example, the creatures of the orcs (for the orcs, the model, geometry, skeleton, animset, animations, materials, textures, and character, i.e., most of the creature's files, will be in one folder somewhere in the characters; there's no point in arguing, just take a look).

Added 9 minutes later
What I can't understand is why deviating from the original concept is, in your opinion, a bad thing. If the concept was flawed, and even the developers themselves eventually abandoned it in favor of a more convenient one that doesn't waste time unnecessarily.

But, as you rightly pointed out, everyone has the right to do what is convenient for them. Sorry if I'm too insistent on my approach or somehow pressuring you; I didn't mean to create negativity. I just think that this approach has an objective advantage, i.e., it reduces the time spent on routine file copying.
Maybe later, just for a test, try it once, do it according to my scheme; maybe you'll find it more convenient too.

I just find it very difficult to understand why someone would choose to do 20+ actions when they can achieve the same result with just one.

The Nival employees who started working on this around the time of "Orcs" were no longer there, and the new employees did it differently – essentially in one place. Who knows what the previous team was thinking, but this kind of thing was also seen in their other (earlier) projects. It's clear that they had their own convenient SDK, which they naturally didn't share, but some of its functionality was included in the editor; if you remember, it wasn't there initially. And they had this saying that the tools (read: SDK) they used were too complex for users! But we're supposedly working on a user-friendly map editor that will be as convenient and functional as the ones in Heroes 3 and 4!

P.S. Creating your "template"/"dummy" is very cool; by the way, my approach also includes a certain standard; I just don't like reinventing the wheel every time! ;)
С уважением, Psatkha (Псатха)

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