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

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#124
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footman
I wanted to start transferring creatures from Heroes 5 to Heroes 7, but the gr2 import doesn't export animations, only the skeleton...

Is the task to import the animations?
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#125
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actually, I was just wondering, if Heroes 5 doesn't have proper lighting on objects, how could a normal map even work there in theory?
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#126
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zahar0z
We don't know what resources they had, what tools the developers provided them with. I don't want to go into details now, and superficially comparing such things is pointless. Maybe it's just a mod on some third-party engine, or maybe they used elements from the next game in the series (as far as I understand, Rockstar uses the same internal engine for GTA, constantly improving it).
In short, I don't know how it was done there. But, for example, I know how something similar was implemented for Jedi Academy. There, too, skilled people added normal map display, which did require the source code, which has been open source for a couple of years now. Only now, no one uses this feature because, surprisingly, normal maps require models with these normal maps, which no one has created for this game yet.
Hmm, no, for GTA San Andreas, they used the engine from the previous parts, but a newer version (RenderWare), and starting with GTA 4, they use their own engine, and I doubt that Rockstar has ever given their tools to anyone. I only know that they wrote DLL libraries in C#, renamed them to ASI (the game doesn't load external DLLs), and used the FX format for effects.
In general, I was just thinking, if Heroes 5 doesn't have proper lighting on objects, how can a normal map even work there in theory?
I didn't know about its absence, well, okay... and by the way, I suggested in another topic to ask Nival for the engine from Heroes 5 so that we could rework something in the game without the source code.
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#127
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psatkha
The task is to import animations, right?!

A long time ago, I managed to import animations from Heroes of Might and Magic V into 3ds Max using plugins for the GR2 format. I don't have any proof now. Later, I lost the plugins, searched for them for a long time, but couldn't find them. But the point is that it is theoretically possible.
You can try the plugins for the GR2 format that the source attached to their video about importing models; I haven't checked them yet.
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#128
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zahar0z
A long time ago, I managed to import animations from Heroes 5 into Max using plugins for GR2. Then I lost the plugins, searched for a long time, but couldn't find them. But the point is that it is theoretically possible.
You can try the plugins for GR2 that the source attached to his video about importing models.

Well... I have some, I remember struggling with the animation of the skeleton-axe wielder, i.e., I loaded it, but I couldn't export the modified version...

Added 1 minute ago
footman
And by the way, I suggested in another topic to ask Nival for the engine from Heroes 5 so that they could rework something in the game without the source code.

One of their former employees said that they can't do that because all rights belong to the publisher!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#129
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psatkha
One of their former employees said that they can't do that because all rights belong to the publisher!
So, the information on the wiki that the game uses the Silent Storm engine is false.
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#130
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footman
So, the information on the wiki is false, stating that the engine is Silent Storm.

I mean, it's theirs, but modified for Heroes 5! And everything (c) belongs to the publisher!

The modification lies in the use of Granny libraries!

But at the same time, the effects (particles) are native Nival Interactive effects! ;)
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#131
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footman
So, the information on the wiki is false, stating that it uses the Silent Storm engine.

I think you're confusing "engine" and "game source code."

Added 5 minutes later
zahar0z
if Heroes 5 doesn't have proper lighting on objects
footman

I didn't know about its absence, well, okay...

I'm just visually assessing this, so the information isn't 100% accurate (but it's very close).
Perhaps there are some individual objects in the game (with special modifiers on the material) on which the light is calculated more complexly (what did you find out about the water surface?).
Again, somehow the models receive the effect of colored light from various crystals. In short, we don't understand how it all works very well.

P.S. But yes, a normal map would be cool.

Added 9 minutes later
I looked at the water in Heroes 5, and it seems that a normal map is indeed used there. We just need to understand how this specific object receives information about the light. I suspect that it is somehow related to the global lighting set on the map.
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#132
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psatkha
What do you mean, but modified for the 5th game! And everything (c) belongs to the publisher!

The modification lies in using Granny libraries!

But at the same time, the effects (particles) are native Nival effects! ;)

Hmm... in the alpha version, they are used for everything except effects, and Granny is also used in Blitzkrieg.
zahar0z
I looked at the water in the 5th game, and it seems that it really uses a normal map. You just need to figure out how this particular object receives information about the light. I suspect that it is somehow related to the global lighting set on the map.
It is used to darken the water through a normal map; I'm not sure exactly how.
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#133
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footman
Um... in the alpha version, they are used for everything except effects, and Granny is also used in Blitzkrieg, it seems.

It is used to darken the water through a normal map; I'm not entirely sure here. Look at the textures of the normal map from the closed beta version that psatkha provided and see how the water looks with them.

Yes, in Beta 2 for sure. Thanks to the previous research on the Beta 2 game by the highly respected comrade CrazyPill, it became possible to export meshes in the Nival format and Granny, but again, the engine of the fifth game is a heavily modified engine of Beta 2!
С уважением, Psatkha (Псатха)

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NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#134
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Not much news about the mod itself: the cavalryman model is almost ready, but I don't like the movement animation... due to the looping, it turned out to be awkward: the horse sharply drops down on certain frames, and I don't know how to fix it. I tried to create a loop in Maya 2010, but the result was even worse there.
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#135
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footman

It is used to darken the water through a normal map; I don't know exactly. Here are the normal map textures from the closed beta version that psatkha provided. Look at how the water looks with them.

I took a quick look. I didn't notice anything special in the files themselves. One texture is indeed a normal map. Mechanically, it seems to be displayed the same way as the water normal map from the original game, but because the texture from the beta is more angular, it's more noticeable that it is a normal map.
I think you should look for the reason not in the texture files, but in the material files.
I suggest you conduct a test: replace the water normal map with a normal map from Heroes 6, just to see how the game will display it. (I can't do this myself right now because I don't have the DDS plugins installed). Then you can try applying the water material to creature models and, little by little, using the method of elimination, figure out which line and in which file is responsible for displaying the normal map and whether it is possible to transfer this function to the creature model.

Added 2 minutes later
footman
horse cutscene falling down
that feeling when, in the middle of the "revolution," the horse suddenly falls down))
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#136
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zahar0z
I glanced through it quickly. I didn't notice anything special in the files themselves. One of the textures is indeed a normal map. Mechanically, it seems to be displayed the same way as the water normal map from the original game, but since the texture from the beta is more angular, it's more noticeable that it is a normal map.
I think you should look for the cause not in the texture files, but in the material files.
I suggest conducting a test: replace the water normal map with some normal map from Heroes 6, just to see how the game will display it. (I can't do this myself right now because I don't have the DDS plugins installed). Then you can try applying the water material to creature models and, little by little, using the method of elimination, figure out which line and in which file is responsible for displaying the normal map and whether it is possible to transfer this function to the creature model.
I've done a lot of such tests, but it's no use. There is an effect in the list called M_REFLECT_WATER, but that's not it...
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#137
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By the way, has anyone messed around with Civ5?!

And here's a handy utility for converting Gr2 to DAE (Collada) and back!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#138
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psatkha
By the way, has anyone messed around with Civ5?!
If the gr2 files were exported through 3ds Max, it won't work. I tested how Heroes handles gr2 files from the SDK 2.6.1.0 for Max 6, 7, and 8. In principle, it reacts to them and can work with them, but the problem is that Max has its own scaling system. Simply put, theoretically, even if the SDK version is the same, the same file exported through different programs is not the same.