Skip to content

Posts from FEM – Full model export.

No ratings yet — be the first to rate!
User Avatar
7 years ago
Auto-translated
A small pack of models that I exported into the game, the main feature of which is the complete export of the model itself (not attaching pieces to animations, but rather exporting the model with skinning and all parts attached to it).
Installation: export the .pak file(s) from the archive to the data directory.
List of models:
Knight: A Knight that has been in the game's resources since 2004; it had its own unique skeleton, which made it incompatible with animations from the standard Knight. There is also a reference to it in the form of the perk "Fallen Knight". psatkha claims that this is an alpha version of Godric, but who knows.
Isabel: Isabel from the beta version with original animations (the buff animation is buggy, and there are no animations for the map).
Priest upgr: one of the alpha versions of the monk that didn't make it into the game.
Footman: a swordsman in the style of the alpha version (from which the helmet and texture are taken).
Archer: The original archer from the alpha.
Cleric: The same Inquisitor from the beta, but with the halo and face from the alpha.
Vindicator_fix: Zealot, based on a model from Lords of the North, with all the bugs I found fixed.
Marksman: Arbalest with a helmet from the alpha (without horns) and a texture from the beta version.
Sniper: My alternative version of the archer upgrade (not as overpowered as the archers, but not as useless as the arbalest).
Archangel: Archangel with a sword from the alpha.


A cutscene model is also available for the swordsman.

User Avatar
7 years ago
Auto-translated
Interesting. What program did you use to export it?
In reply to zahar0z
User Avatar
7 years ago
Auto-translated
zahar0z
Interesting. What program did you use to export it?
I answered in the Modding section once.
In reply to footman
User Avatar
7 years ago
Auto-translated
It's strange that Maya 6.0.1 can open files from 2009. I'll need to try your method. If there are any hidden issues, especially in the export settings, like checkboxes that shouldn't be checked, I'd appreciate it if you could let me know. Are there any glitches during import, or anything that needs to be manually adjusted?

A long time ago, I tried exporting models with skinning through Maya, attempting to directly import the SMD file into Maya 6.0.1, and the plugins I found produced a terrible result. The idea of importing the file into a newer version of Maya and then opening it in the same 6.0.1 didn't occur to me, but maybe I should have. Currently, I use Arkhangel for importing models with skinning.
In reply to footman
User Avatar
7 years ago
Auto-translated
footman
Once, I answered in the Modding topic, but I'll answer again:
archangel>smd>3d max 2017>fbx>autodesk maya 2009>ma>alias maya 6.0.1.

Is 2017 mandatory?!

Added 3 minutes later
footman
I can write a detailed instruction if needed, taking into account all possible pitfalls.

It's very much needed! By the way, if there is a model with a set of animations, and it was originally saved by a respected comrade in the Autodesk FBX format, is there a way to export it in the Alias Maya format, in order to then export it in the format required for the game?!
In reply to psatkha
User Avatar
7 years ago
Auto-translated
psatkha
Is 2017 required?!

Added 3 minutes later


It's really needed! By the way, if there's a model with a set of animations, and it was originally saved by a respected comrade in the Autodesk FBX format, is there a way to export it in the Alias Maya format so that I can then export it in the format needed for the game?!

To be honest, I don't know about the 3d max version; I haven't worked with others, and I haven't worked with animations either, but to export the scene to Alias Maya 6.0.1, you need to use:
Autodesk Maya 2009 and LOWER!
I don't know about Autodesk Maya 2010, I haven't checked.
Starting with Autodesk Maya 2011, Alias Maya 6.0.1 will only see the skeleton.
In reply to psatkha
User Avatar
7 years ago
Auto-translated
footman
I can write a detailed guide if needed, taking into account all possible pitfalls.

It would be interesting to take a look. It might help many people.
psatkha
Is 2017 mandatory?

Considering that the operations don't use the Max format itself, I think any Max version with plugins for importing SMD files will work.

As for animations, that's a separate topic. As far as I understand, in the method that footman uses, just like I do, there's no way to add a new skeleton or animation; you can only work with the skeletons that already exist in the game.

The animation and skeleton format for Heroes 5 is GR2. First, you need adequate plugins for importing and exporting it, for any version and any program, and then we can talk about it. By the way, I'm currently working on a mockup using a Kinect from the Xbox 360. In my opinion, the results are quite good. Perhaps, this could be used to create good animations for Heroes 5, if only there was a well-established method for importing animations into the game.
In reply to zahar0z
User Avatar
7 years ago
Auto-translated
zahar0z

The animation and skeleton format for Heroes 5 is GR2. First, you need adequate plugins for importing and exporting it. Regardless of the version or program, and then we can talk about it. By the way, I'm currently working on a mockup using a Kinect from the Xbox 360. In my opinion, the results are decent. Perhaps this could be used to create good animations for Heroes 5, if only there was a well-established system for importing animations into the game.

The Blitzkrieg plugin includes a file called granny_maya6_0.mll - this is a Granny export for Maya 6.0.0/6.0.1.
In reply to footman
User Avatar
7 years ago
Auto-translated
footman
The Blitzkrieg plugin contains a file called granny_maya6_0.mll - this is a Granny export for Maya 6.0.0/6.0.1.

This is not news, however, it exports the skeleton with distortions. For example, the native skeleton E5856CB4-F3E3-44FD-9FBF-74639A66F72A from the footman model was loaded into Alias Maya 6.0 as a .mel file (obtained using the skel2mel converter from the respected comrade CrazyPill), then the entire node was unfolded, and all 45 bones were selected! After that, the skeleton was exported using the Granny 2.5.0.5 plugin from Blitzkrieg 2. In the game, everything seems to be displayed correctly, except for the twisted right palm (upper part)! You can see it in the file - FEM_Footman_gluk_of_right_hand.pak

P.S. I compared the orientation of the bones in GrannyViewer, and it turns out that 2 of them in the original skeleton are rotated in the other direction, i.e., their top axis is not blue (Z), but green (most likely this is Y) - the bones R_Thumb01 and R_Thumb02... I only managed to rotate the R_Thumb01 bone to the correct orientation
Attachments 1
1 file attached • Total size: 501.6 KB
In reply to psatkha
User Avatar
7 years ago
Auto-translated
psatkha
This isn't news, but he's exporting the skeleton with distortions. For example, the original skeleton E5856CB4-F3E3-44FD-9FBF-74639A66F72A from the footman model was loaded into Alias Maya 6.0 as a .mel file (obtained using the skel2mel converter from the respected CrazyPill), then the entire node was unfolded, and all 45 bones were selected! After that, the skeleton was exported using the Granny 2.5.0.5 plugin from Blitzkrieg 2. In the game, everything seems to be displayed correctly, except for the twisted right palm (the upper part)! You can see it in the file - FEM_Footman_gluk_of_right_hand.pak

P.S. I compared the orientation of the bones in GrannyViewer, and it turns out that 2 of them in the original skeleton are rotated in the other direction, i.e., their top axis is not blue (Z), but green (most likely it's Y) - the bones R_Thumb01 and R_Thumb02... I only managed to rotate the R_Thumb01 bone to the correct position.

I'm not sure if the plugin from Rad Game Tools is to blame. When I exported the skeleton (via smd) of the archer, only these bones were messed up. And when I used skelmel, the head bone also seemed to be messed up (the head was tilted 90 degrees to the left). And if you think about it logically, everything was exported using this plugin, so it shouldn't be responsible for such bugs, or it needs to be carefully configured, considering how many export parameters it has (personally, I can't understand why someone came up with using this format; in essence, gr2 is universal and can store anything, even textures, but this also leads to a high cost, and for a project like Heroes 5, it's not needed at all, as its universality is almost not used - animations and skeleton, that's it - the effects that are in bin\effect are completely unclear in what format, and Archangel and GrannyViewer cannot read them).
In reply to footman
User Avatar
7 years ago
Auto-translated
footman
the effects located in bin\effect are in an incomprehensible format; neither Arkhangel nor GrannyViewer can read them.

Yes, they are in their own format from their own Silent Storm engine.
User Avatar
6 years ago
Auto-translated
Updated the model pack with skins in the topic header; new models:
Knight: A knight that has been in the game's resources since 2004; it had its own unique skeleton, which made it incompatible with animations from the standard knight (there is also a reference to it in the form of the perk "Fallen Knight"). psatkha claims that this is a banned Godrick, but who knows.
Marksman: A crossbowman with a helmet from the alpha version (without horns) and a texture in the style of the beta version.
Sniper: My alternative version of the archer upgrade (not as overpowered as the archers, but not as useless as the crossbowman).
Archangel: An archangel with a sword from the alpha version.
And I made some minor adjustments to the models that were present before the update.
In reply to footman
User Avatar
6 years ago
Auto-translated
footman
Updated the model pack with skins in the main topic, new models:
Knight: A knight that has been in the game's resources since 2004, had its own unique skeleton, which made it incompatible with animations from the regular knight (there is also a reference to it in the form of the perk "fallen knight").
Marksman: A crossbowman with a helmet from the alpha version (without horns) and a texture in the style of the beta version.
Sniper: My alternative version of improving the archer (not as overpowered as the archers, but not as useless as the crossbowman).
Archangel: An archangel with a sword from the alpha version.
And I made some minor adjustments to the models that were there before the update.

Cool! :smile54:
User Avatar
6 years ago
Auto-translated
Updated the model pack again, here are the changes:
1) All textures were improved using neural networks, bringing the quality closer to the original.
2) Replaced the knight's horse texture with an earlier version (the previous one was a mix between cartoonish and realistic).
3) Made some minor adjustments to the models (mainly the knight model for the map).
User Avatar
6 years ago
Auto-translated
What a cool Easter egg you left in the Knight model!

Statistics

Welcome our newest member: recijeb