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Posts from HoMM VII Haven Units – Haven faction units from the seventh installment of Heroes of Might and Magic.

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By the way, you could take the vampire from the seventh game; it has teleport instead of movement. It should work smoothly, even if the effect is from the fifth game. Just an idea. And in general, you could create a bunch of units with teleport. Teleport the abbot, the lich, the vampire, the djinn, the mage on a carpet, etc. Just an idea.

Thanks for the answer about the Justiciar :) the option like the existing guys is exactly what's needed.

Added 1 minute ago
Uriel Septim X
Yeah, Chaos Theory promised to add demons, showed videos, fed us with screenshots, and then poof, nothing.


This mod is still active, by the way.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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AstralLein

This mod is still being developed, just so you know.
Well, then I'll be waiting for the demons. Judging by the screenshots, they took the city model from Heroes 6 and created many demon models, judging by the screenshots.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
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Uriel Septim X
Can a smooth movement effect be applied? Or, conversely, is it possible to make it so that there is no movement animation (maybe even just making the model disappear), and instead apply an effect that animates the model moving its legs?

In theory, this is possible, at least for almost all native Nival models... NCF contains a number of creatures with a similar implementation of movement...
Uriel Septim X
Well, then I'm waiting for the demons. Judging by the screenshots, they took the city model from Heroes 6 and made many demon models, judging by the screenshots.

Extracting models is not a problem, but making them animated is...
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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Here's a long post from me.

First of all, it's really cool that you finally managed to port models with animations into the game. Once again, my huge congratulations.
Unfortunately, I don't have time to check it out in the game right now.

I'm especially interested in whether there are any issues with the synchronization of the attack and damage animations. In other words, do creatures with new animations play the damage or attack animation too early or too late?
Is there a pause effect in combat between this creature and a creature from the original game? And if not, how did you adjust the animations from Heroes 7 to match the timing of Heroes 5, or did it just work out naturally?

Regarding the movement animation. I think this is a very easily solvable problem. Take the idle animation from Heroes 7, loop it, and if the original duration isn't enough, extend it.
Take the bone that controls the model's waist (ideally, it should be the parent bone for the rest of the skeleton), move this bone to the desired distance, create a new keyframe,
then adjust the movement of the walk cycle up and down along the path to this frame (if this wasn't done in the original animation). And basically, you're done.
To better understand the task, it would be helpful to do a little research on the basic principles of walking animation.
In principle, I've just described them in a superficial way, but it's better to get information from a more competent source. It will also be clearer.
If it's possible to import the movement animation of a creature from the original Heroes 5 as a reference for timing and distance, then everything becomes ridiculously simple and can be done in three or four clicks.
(Honestly, the Nival developers' decision to make the movement animation as a series of jumps is debatable, and the seams between the "steps" are visible on some models.)

Regarding the models from Heroes 6. Just so you know, many of the models from Heroes 7 are recolored models from Heroes 6, with the original UV mapping preserved. For example, assassins, minotaurs, namtaru, etc.
There are also some models with minor changes.
For example, the medusa has the same geometry and body UV mapping as the coral priests, but a different staff.
The staff is a static part of the model, hanging on one bone, and it's very easy to change one for another.
By the way, there's a big advantage to this whole thing with recoloring Heroes 7 – when porting such a model, you immediately get twice as many creatures, because both the textures from Heroes 6 and Heroes 7 fit it.
And there are simply models taken from Heroes 6 without any changes, such as demons, succubi, etc.
In essence, there are very few models from Heroes 6 that are not in Heroes 7 and that cannot be made using the skeleton from Heroes 5.

Regarding models from the world of Ashan, Dark Messiah is at your service. The game is made on Source, and it's quite easy to convert models and animations from it.
And of course, there's also Might and Magic X, with models from Heroes 6. But I don't know how to get the models from there, and I haven't seen anyone do it. Although it's possible that there is a way, it's just that everyone is so indifferent to Heroes 10 that no one has looked for this possibility.

Another nuance: ideally, when porting these models, you should do at least some retopology. Or at least some kind of crude, automatic LODs for the global map.
I won't go into details because I'm 99% sure that everyone will ignore this step anyway. I hope there won't be any problems with this in the future.

It's funny, but now, with the ability to easily port animations and models, and with such a large database of resource donors, you look at modding Heroes 5 a little differently.
I have a question: has anyone wanted to create their own models or animations from scratch? Or is everyone happy with the fact that no high-quality mods with original visual content for Heroes 5 have appeared, are appearing, and, apparently, will not appear?

P.S. Kha-Belekh with the walking animation on the titan's skeleton. Has it been ready for, like, a year and a half? You can literally take the file archive and copy it to the root of the game, and it will work.
I understand that no one has free time, but I don't understand why, under these conditions, you would continue to work on something that already works without any problems.
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.
In reply to zahar0z
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zahar0z
Here's a long post from me.

First of all, it's really cool that you finally managed to port models with animations into the game. Once again, huge congratulations.
Unfortunately, I don't have time to check it out in the game right now.

I'm especially interested in whether there are any issues with the synchronization of the attack and damage animations. In other words, do creatures with new animations play the damage or attack animation too early or too late?
Is there a pause effect in combat between this creature and a creature from the original game? And if not, how did you adjust the animations from Heroes 7 to match the timing of Heroes 5, or did it just work out naturally?

Regarding the movement animation. I think this is a very easily solvable problem. Take the idle animation from Heroes 7, loop it, and if the original duration isn't enough.
Take the bone responsible for the model's waist (ideally, it should be the parent for the rest of the skeleton), move this bone to the desired distance, create a new keyframe,
then adjust the movement of the walk cycle up and down along the path to this frame (if this wasn't done in the original animation). And basically, you're done.
To better understand the task, it would be helpful to do a little research on the basic principles of walk cycle animation.
In principle, I've just described it in a superficial way, but it's better to get information from a more competent source. It will also be clearer.
If there is an opportunity to import the movement animation of a creature from the original Heroes 5 as a reference for timing and distance, then everything becomes ridiculously simple and can be done in three or four clicks.
(Frankly, the decision of the Nival developers to make the movement animation as a series of jumps is debatable, and on some models, the seams between the "steps" are visible.)

Regarding the models from Heroes 6. Just so you know, many of the models from Heroes 7 are recolored models from Heroes 6, with the original UV mapping preserved. For example, assassins, minotaurs, namtaru, etc.
There are also some models with minor changes.
For example, the medusa has the same geometry and body UV mapping as the coral priestesses, but a different staff.
The staff is a static part of the model, hanging on one bone, and it's very easy to change one for another.
By the way, there's a big advantage to this whole theme of recoloring Heroes 7 - when porting such a model, you immediately get twice as many creatures, because both the textures from Heroes 6 and Heroes 7 fit it.
And there are simply models taken from Heroes 6 without changes, demons, succubi, etc.
In essence, there are very few models from Heroes 6 that are not in Heroes 7 and that cannot be made using the skeleton from Heroes 5.

Regarding models from the world of Ashan, Dark Messiah is at your service. The game is made on Source, and it's quite easy to convert models and animations from it.
And of course, there's also Might and Magic X, with models from Heroes 6. But I don't know a way to get the models from there, and I haven't seen anyone do it. Although it's possible that such an opportunity exists, it's just that everyone is so indifferent to Might and Magic 10 that no one has looked for this opportunity.

Another nuance, ideally, when porting these models, you should do at least some retopology. Or at least some kind of crude, automatic LODs for the global map.
I won't go into details because I'm 99% sure that everyone will ignore this step anyway. I hope there won't be any problems with this in the future.

It's funny, but now, with the ability to easily port animations and models, and with such a large database of resource donors, you look at modding Heroes 5 a little differently.
Here's a question, has anyone wanted to create their own models or animations from scratch? Or is everyone happy with the fact that no high-quality mods with original visual content for Heroes 5 have appeared, are appearing, and, apparently, will not appear?

P.S. Kha, the walking animation on the titan's skeleton. You've been working on it for how long, a year and a half? You can literally take the file archive and copy it to the root of the game, and it will work.
I understand that no one has free time, but I don't understand why, under these conditions, you would continue to work on something that already works without any problems.

Well, regarding Kha - you did a great job, but it doesn't look quite right without the effects, and I don't have time right now to polish it... the main thing is that it's walking! :smile54:

Regarding Heroes 10, I think I extracted models from it... but I didn't even bother with animations back then, I'm planning to tinker with it during the New Year holidays...

And regarding the animated models, I've already shared them with all the smart people I've met - models in their native Alias Maya 6.0 format - but none of these people have gotten around to it... by the way, did I send them to you or did I forget to do it?!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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In my opinion, without the effect (I mean the fire effect around the head?), it still looks better than having no effect at all, but of course, it's your decision. Regarding the models in their original format, etc., I honestly don't understand why you think they are particularly valuable. As far as I understand, now you can easily run any models in Maya 6 and convert them back. This way, you can at least limit yourself to models from games in the Heroes series, rather than using a ton of mismatched models pulled from everywhere and downloaded from some random website.
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.
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zahar0z
In my opinion, without the effect (I mean the fire effect around the head?), it still looks better than having no effect at all, but of course, it's your decision.

Regarding the models in their original format, etc., I honestly don't understand why you think they are particularly valuable. Now, as far as I understand, you can easily run any models in Maya 6 and back. This way, you can at least limit yourself to models from the Heroes games, rather than using a ton of mismatched models pulled from all over the place and downloaded from some random website.

Well, they are valuable because they were made by Nival... but otherwise, there are no longer those technical limitations that existed before!

And regarding Kha... without the fire, he's no longer a main demon, but just some kind of creature!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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zahar0z

It's especially interesting to see if there are any synchronization issues between the animation of the attack and the damage. In other words, do creatures with new animations play the damage or attack animation too early or too late?
Is there a pause effect in the battle between this creature and a creature from the original game? And if not, how did you adjust the animation from Heroes 7 to match the timing of Heroes 5, or did it just work out naturally?

Regarding the movement animation. I think this is a very easily solvable problem. Take the idle animation from Heroes 7, loop it, and if the original duration isn't enough.
Take the bone responsible for the model's waist (ideally, it should be the parent bone for the rest of the skeleton), move this bone to the desired distance, create a new keyframe,
then adjust the movement of the walk cycle up and down along the path to this frame (if this wasn't done in the original animation). And in principle, it's ready.
To better understand the task, it would be helpful to do a little research on the basic principles of walking animation.
In principle, I've just described it in a superficial way, but it's better to get information from a more competent source. It will also be clearer.
If it's possible to import the movement animation of a creature from the original Heroes 5 as a reference for timing and distance, then everything becomes ridiculously simple and can be done in three or four clicks.
(Honestly, the Nival developers' decision to make the movement animation as a series of jumps is debatable, and the seams between the "steps" are visible on some models.)

Regarding the models from Heroes 6. Just so you know, many of the models from Heroes 7 are recolored models from Heroes 6, with the original UV mapping preserved. For example, assassins, minotaurs, namtaru, etc.
There are also some models with minor changes.
For example, the medusa has the same geometry and body UV mapping as the coral priestesses, but a different staff.
The staff is a static part of the model, hanging on one bone, and it's very easy to change one for another.
By the way, there's a big advantage to this whole theme of recoloring Heroes 7 - when porting such a model, you immediately get twice as many creatures, because both the textures from Heroes 6 and Heroes 7 fit it.
And there are simply models taken from Heroes 6 without any changes, demons, succubi, etc.
In essence, there are very few models from Heroes 6 that are not in Heroes 7 and that cannot be made using the skeleton from Heroes 5.

Regarding models from the Ashan world, Dark Messiah is at your service. The game is made on the Source engine, and it's quite easy to convert models and animations from it.
And of course, there's also Might and Magic X, with models from Heroes 6. But I don't know a way to get the models from there, and I haven't seen anyone do it. Although it's not impossible that such an opportunity exists, it's just that everyone is so indifferent to Might and Magic 10 that no one has looked for this opportunity.

Another nuance, ideally, when porting these models, you should do at least some retopology. Or at least some kind of crude, automatic LODs for the global map.
I won't go into details because I'm 99% sure that everyone will ignore this step anyway. I hope there won't be any problems with this in the future.

It's funny, but now, with the ability to easily port animations and models, and with such a large database of resource donors, you look at modding Heroes 5 a little differently.
So, has anyone wanted to create their own models or animations from scratch? Or is everyone happy with the fact that no high-quality mods with original visual content for Heroes 5 have appeared, are appearing, and, apparently, will not appear?

P.S. Kha Beleth with the walking animation on the titan's skeleton. Has it been ready for how long, a year and a half? You can literally take the file archive and copy it to the root of the game, and it will work.
I understand that no one has free time, but I don't understand why, under these conditions, you would continue to work on something that already works without any problems.

1) The sounds and animations for Heroes 5 are slow. If they are used in battle, everything is fine, but if they are used in some Nival mine scene (for example, in the first mission of Isabel), they are limited by the playback time of the animation that was in its place, and then there is a sudden transition to another animation.

2) I know nothing about animations, and I don't see any point in continuing to work on the mod.

3) The models from Heroes 6 need to be returned to the T-pose, mirrored, rotated 180 degrees, and attached to the skeleton from Heroes 7 because of the different scales and units of measurement (1 to 1), this is a long and tedious process that I don't want to do.

4) Does anyone want to go through the same hassle as with Heroes 6? I don't.

5) Why retopology? The editor exports any model regardless of the number of polygons (there is a serious nuance with the UV mapping, but I can explain it if necessary). Yes, the archangel will send you to hell if you export such models, but if not, it probably won't export them correctly, and the models from this mod will definitely not be there. LOD models are a thing of the past, as is optimization for Heroes 5 (who needs it? I understand that if there was a way to rewrite the graphics and thereby increase the system requirements).

6) I don't remember any game for which modders made models, textures, and animations from scratch. Even take Warcraft 3, most of the assets are from World of Warcraft, although I saw a map in which there was a knight from Heroes 5.
Personally, I've always been interested in what didn't make it into the final version, for example, the paladin from the beta and the archangel from the E3 demo video, which inspired me to create a mod to upgrade the blue people.
psatkha
Well, they are valuable because they were made by Nival... but otherwise, not really!

And regarding Kha... without fire, it's basically not a main demon, but just some kind of creature!
The value lies only in what is in the final version of the game, everything else is banal and boring. It would be better if they imported the gr2 skeleton into 3d max and made animations, since you know how to do it (plugin for 2008-13 versions, and you need the gr2 skeleton, not the smd model with the skeleton)
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footman

6) I don't recall a single game for which modders created models, textures, and animations from scratch

Mount and Blade, Jedi Academy, KotOR, the TES series, Call of Duty. You don't even have to look far—Heroes 3 HotA. And that's just what comes to mind immediately. Well, actually, I did some minor modeling for Heroes 5 myself, a gargoyle's head, for example.

Added after 5 minutes
Regarding the position that "only things that didn't make it to release are valuable," I don't understand it; is this some form of "the grass was greener back then"?

Regarding the models from Heroes 6, I say again: some models from Heroes 7 are identical to those from Heroes 6—for example, the Assassins or Namtaru. You just need to take the texture from the Heroes 6 model and apply it to the Heroes 7 model. The UV map and geometry are exactly the same.

Added after 3 minutes
Regarding retopology and animation editing. Basically, whatever. There's probably no point in me writing anything about this.

Added after 46 minutes
footman
they would have been better off importing the gr2 skeleton into 3ds Max and making animations since you know how to do it

That sounds almost as if you're telling me what to do. That's not cool. There's no need for this stupid toxicity. Fine, I hope it was just my impression that you're arrogant and I'm actually wrong. Just in case, sorry if I happened to say something unpleasant to you.

At the moment when I, at Psatkh's request, was rebinding Kha-Beleh to a Titan skeleton so he would have a walking animation, it wasn't possible to import animations into the game. Therefore, the optimal solution for the situation was the one I chose. Unfortunately, I didn't have some of the plugins and I didn't think of your clever trick with manually changing the Maya version, so there was no question of any new animation.

And even now. There is a big difference. Slightly adjusting an existing animation—simply dragging one bone in space and creating a new keyframe. Or making a walking sequence from scratch with an animated cloak, given that we get the skeleton without control elements after export. Guess which one is easier at a glance.

That is, speaking metaphorically, it sounds like this: I say, "it's easy to move a brick from one place to another here," and you say, "you would have been better off building a house, and without half the tools, since you're so smart."
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.
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It’s a very well-known mod about a pirate town. Horn of the Abyss. Just Google it.

Added 6 minutes later
And for some less well-known mods for the third game, they created models and animations. I remember there was a mod with a dark version of the human castle, with inquisitor executioners and dog handlers or something like that. There were also new models created from scratch. But the fifth game didn’t get that. Of course, the models in the fifth game are more complex than in the third.
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.
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zahar0z
Mount and blade, jedi academy, kotor, TES series, call of duty. Why go far, Heroes 3 HotA. And that's only what comes to mind immediately. Well, basically, I also did some minor modeling for the 5th game, a gargoyle head for example.

Added after 5 minutes
Regarding the position that "only what didn't make it to release is valuable," I don't understand it; is this some form of "the grass was greener back then"?

Regarding the models from the 6th game, I say again, some models from the 7th are identical to those from the 6th, for example assassins or Namtaru; you just need to take the texture from the model in the 6th and put it on the model in the 7th. The UV map and geometry are the same.

Added after 3 minutes
Regarding retopology and animation editing. In short, whatever. There's probably no point in me writing anything about this.

Added after 46 minutes


It sounds almost as if you are telling me what to do. That's not cool. There is no need for this stupid toxicity. Alright, I hope it just seemed to me that you were arrogant and I am actually mistaken. Just in case, sorry if I happened to say something unpleasant to you.

At the moment when I, at Psath's request, was re-rigging Kha Beleh to a titan skeleton so he would have a walking animation, there was no way to import animations into the game. Therefore, the optimal solution for the situation was the one I chose. Unfortunately, I didn't have some plugins and I didn't think of your clever trick with manually changing the Maya version, so any new animation was out of the question.

And even now. There is a big difference. Slightly adjusting an existing animation—just dragging one bone in space and creating a new keyframe. Or making a walking sequence from scratch with an animated cloak, given that after export we get the skeleton without control elements. Guess at a glance which of these is easier.

That is, speaking metaphorically, it sounds like this: I say, "it's easy to move a brick from one place to another here," and you say, "you should have built a house instead, and without half the tools, since you're so smart."

Of the games listed above, I haven't played any of them at all; you know better.:smile04:

The point is not that "the grass was greener back then," but that if it didn't remain somewhere in public access, there are no options left other than admiring it in screenshots.

I only found out about the titan a month ago, so I won't nitpick (I'm just a bit obsessed with perfection), and anyway Maya isn't even needed for animation export; you only need granny export version 2.5.0.0 for 3ds Max
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By the way, could you share the export/import plugins, or are they already available somewhere publicly, and I just missed them?
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.
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zahar0z
By the way, can you share the export/import plugins, or are they already available somewhere publicly, and I just missed them?
I don't have a plugin; it's simply a fact that Heroes supports granny 2.5.0.0-2.5.1.1 and below, roughly 11 versions of 2.5, which aren't available online... for 3d max (I saw version 2.6.1.0 for Max 6, 7, and 8, but it doesn't work).
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zahar0z
Now, as I understand it, you can quite easily use any models in Maya 6 and import them back. This way, you can limit yourself to models from games in the Heroes series, rather than using a ton of mismatched models pulled from everywhere and downloaded from some random site.
This might not be entirely relevant, but since it's being discussed, I think it's worth adding my two cents.
You can take models from different games, but strictly for one faction. For example, if you're creating demons, you can extract them from one game so that the models maintain a consistent style, and in case of any issues, they have the same problems with animations, etc. (Uniform and unsightly, so to speak).
You could pull models from different games and create different factions. For example, I know you can extract models from Eador. Masters of the Broken World and from Disciples III Reincarnation.
But again, this is just if someone wants something new, but doesn't want to delve into old sources.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь

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