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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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#139
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footman
If the gr2 files are exported through 3ds Max, it won't work. I tested how the game 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, the same file exported through different programs, even if the SDK version is the same, will not be identical.

What about another utility? Collada can be opened in Maya...
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
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#140
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psatkha
What about another utility? Collada can be opened in Maya...
Yes, it exports models, but not animations. This program only exports the mesh and skeleton.
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#141
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imo, you guys are worrying too much about minor details. For people who actually play the game, issues with the mechanics are much more important than a single incorrectly working texture. If there isn't a technical way to achieve what seems like the ideal, why abandon the ideas completely when you can simply simplify the requirements for the final result? (By the way, this approach is relevant to all aspects of modifying this wonderful game; the same applies to scripts).
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#142
I appreciate the effort and the work involved in this thread but I also do agree with Gerter. We try to push the game to a new heights but we have to be considered about how far our capabilities can stretch and at the end make it work and make the experience more pleasurable then what was before.

Doing many small changes towards one great goal can benefit way more than doing one big high quality change that does not blend in with the surroundings.

I can shed some light about one new feature that will be added to heroes 5 engine - full integration of NCF (done through assembly). Anyone will be able to just add new unit.pak file in DATA folder and the game will automatically use it next the game is launched. It will be used in the editor and in the RMG generator.
In reply to dredknight
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#143
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Basically, I've more or less mastered your magic. It's relatively easy, all things considered, except for the constant battle with outdated software.
While figuring things out, I encountered the "something isn't working as it should, and I don't know why" situation about five times.


So, I'm still fighting with one bug: during the final export from Maya, the smoothing groups on the models get messed up, resulting in the model being covered in squares (it's clearly visible on the model without textures).
Previously, the export also messed up the UV mapping, but then, just as mysteriously, it stopped doing that.

Footman, do you have any ideas about what I might be doing wrong and why the smoothing is being lost?

Currently, I'm using this export chain:
using UViever in Max => from Max via FBX to Maya 2009 => then using your clever trick of renaming the file version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.

But mine turned out to be a bit longer. For some reason, Maya 6.0 stubbornly refused to recognize models imported using this scheme.
So, I had to do this: UViever in Max => from Max to FBX => using Noesis, FBX to SMD => SMD to Max => then from there, FBX to Maya 2009 => then renaming the version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.

The problem with the smoothing being lost is definitely not due to the SMD stage; I checked, and the smoothing is preserved at least until the import into Maya 6.0.
So, if you can suggest what the problem might be, I'd be grateful. Also, I'd like to know if the method I'm currently using to add models to the game is still relevant. If there's a more convenient way, I'd be very happy if you could share it.
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#144
Hey everyone,

just wanted to say that I've started adopting an old Heroes 5 Wiki and add any kind of modding documentation. If you want to contribute or at least can point to any guides regarding texture and 3D modding that are good to be documented let me know. I will do the work.
In reply to zahar0z
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#145
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zahar0z
In short, I've basically mastered this "magic" of yours. It's relatively easy, in principle. Except, of course, for the constant battle with outdated software.
While figuring things out, I encountered the "something isn't working as it should, and I don't know why" situation about five times.


So, I'm still fighting with one bug: during the final export from Maya, the smoothing groups on the models get messed up, resulting in the model being covered in these squares (it's clearly visible on the model without textures).
Previously, the export also messed up the UV mapping, but then, just as mysteriously, it stopped doing that.

Footman, do you have any ideas about what I might be doing wrong and why the smoothing is being lost?

Currently, I'm using this export chain:
using UViever in Max => from Max via FBX to Maya 2009 => then using your clever trick of renaming the file version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.

But mine turned out to be a bit longer. For some reason, Maya 6.0 stubbornly refused to recognize models imported using this scheme.
So, I had to do this: UViever in Max => from Max to FBX => using Noesis, FBX to SMD => SMD to Max => then from there, FBX to Maya 2009 => then renaming the version to Maya 6.0 => from there, using the Blitzkrieg plugins in the map editor to import into the game.

The problem with the smoothing being lost is definitely not due to the SMD stage; I checked, and the smoothing is preserved at least until the import into Maya 6.0.
So, if you can suggest what the problem might be, I'd be grateful. Also, I'd like to know if the method I'm currently using to add a model to the game is still relevant. If there's a more convenient way, I'd be very happy if you could share it.

Let's have a manual?! :rolleyes:

By the way, you need to perform triangulation in Maya 6.0...
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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#146
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Firstly, the model is triangulated from the very beginning when you export it from Unreal Engine. Secondly, the triangles haven't actually been lost (this is even visible in the screenshot).
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In reply to zahar0z
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#147
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zahar0z
In short, I've basically mastered your magic. It's relatively easy in principle. Unless, of course, you take into account the constant struggle with outdated programs.
While I was figuring out the process, the situation "something isn't working as it should. Why? It's unclear" arose about 5 times.


In short, I'm still fighting with one bug: during the final export from Maya, the smoothing groups on the models are destroyed, which is why the model is covered with such squares (it's clearly visible on the model without a texture).
Previously, the export somehow also destroyed the UV mapping, but then, in the same magical way, it stopped doing that.

Footman, maybe you have any ideas about what I'm doing wrong and why the smoothing is disappearing from the model?

Currently, I'm using this export chain:
using UViever in Max => from Max via FBX to Maya 2009 => then your clever trick of renaming the file version to Maya 6.0 => from it, using Blitzkrieg's plugins in the map editor, into the game.

But mine turned out to be a little longer. For some reason, Maya 6.0 stubbornly refused to see models imported using this scheme.
so I had to do this: UViever in Max => from Max to FBX => using Noesis, FBX to SMD => SMD to Max => then from there FBX to Maya 2009 => then renaming the version to Maya 6.0 => from it, using Blitzkrieg's plugins in the map editor, into the game.

The problem with the disappearing smoothing definitely isn't due to the SMD stage; I checked, the smoothing is preserved at least until the import into Maya 6.0.
In short, if you can suggest what the problem might be, I'll be grateful. Also, I'd like to hear if the method I'm currently using to add a model to the game is still relevant. If there's a more convenient way, I'd be very happy if you shared it.
1) Regarding SMD, I do the same thing; otherwise, the model won't be displayed in Maya 6.0.

2) As for smoothing, after the SMD import, I reset the shading and set up the smoothing from scratch, and when exporting to FBX, you need to check the box next to SmoothGroups; when importing into Maya, the box should also be checked (I switched to Maya 2010, so it's called Edge Smoothing). Honestly, I don't know why they disappear for you; I've never encountered this. Most likely, you just didn't specify them during the FBX import/export.

3) I can write how I did it for exporting to GR2 by changing the coordinate system so as not to tilt the model by 90 degrees using Granny Export. The difference is that you don't have to rack your brains about how to make the movement at an angle (I'm unlikely to forget how I struggled with the specability2 animation for griffins at an angle...), and the fact that models exported by changing the coordinate system can be exported to SMD using Archangel; models exported using the old scheme cannot be exported because the skeleton simply doesn't load.

Added 5 minutes ago
Regarding relevance, no, I found a way to export models by changing the coordinate system in Granny Export so as not to tilt them by 90 degrees.
In reply to psatkha
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#149
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In fact, all the necessary manuals are already available. Check the source on the YouTube channel.

Personally, I found it quite difficult to follow these video tutorials, despite my very positive opinion of the source as a person. I don't want to mislead anyone and say that his video tutorials are very good. However, the person did put in the effort to create them, and with their help, you can, albeit with some effort, figure out what and how.

For now, I'm more interested in working on mods than writing tutorials (I suspect Footman feels the same way). Perhaps, in the future, the situation will change, and I will try to write a detailed manual with pictures, but for now, I'd rather spend time on mods.

Anyone who really wants to understand this process can put in a little effort right now and figure it out using the source's tutorials and some other old information.
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In reply to zahar0z
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#150
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zahar0z
In fact, all the necessary manuals are already available. Check the source on the YouTube channel.

Maybe I missed something, but I didn't see anything clear!

I just don't understand why no one wants to create something, even at the level of my manuals... My esteemed comrade CrazyPill and I didn't hide what we found... but here, it's just some kind of mess... :smile06:
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to footman
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#151
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Regarding the smoothing options during import/export, it seems they are enabled everywhere. I'll continue working on this tomorrow.
footman

3) I can describe what I did for exporting to gr2 by changing the coordinate system so that the model doesn't need to be rotated 90 degrees through Granny Export. The difference is that you don't have to rack your brains about how to make movement at an angle (I probably won't forget how I struggled with the specability2 animation for griffins at an angle...), and the models exported by changing the coordinate system can be exported to smd using Archangel, while models exported using the old method cannot – the skeleton simply doesn't load.

Added 5 minutes later
Regarding relevance, I found a way to export models by changing the coordinate system in Granny Export so that it doesn't need to be rotated 90 degrees.

So far, I haven't noticed any particular problems due to the need to rotate the model by 90 degrees. But in any case, it would be very helpful to hear how you solved this issue. Any simplification of the export process is valuable, in my opinion.

Added 2 minutes later
psatkha
I might have missed something, but I didn't see anything clear!

I just don't understand why no one wants to do even what's in my manuals... Comrade CrazyPill and I didn't hide what we found... but here, it's just some kind of mess... :smile06:

No one is encrypting anything. I figured it out using a video tutorial from the source, and how understandable it is, everyone can judge for themselves. But I somehow managed to figure it out. What makes you any worse?
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In reply to zahar0z
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#152
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zahar0z
I figured it out using a video tutorial from the source; how understandable it is, well, everyone can judge for themselves. But I managed to figure it out. What makes you any worse?

I'm not talking about myself; I probably could have figured it out too... but for a couple of newbies, all of this seemed like some kind of sacred knowledge, while with my manual, they managed to create something decent in just a couple of evenings!

Listen, if you don't feel like doing it yourself, you can record a video of your screen using the built-in nVidia utility... and then I or someone else could create a detailed manual based on that video?! :smile26:
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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#153
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I'm not sure if any manual, no matter how clear, would help a "couple of novices" who don't want to or can't delve into the details.

But, I heard you. I don't want to and won't make any promises, but as soon as I figure out the bug – the one that causes the smoothing models to glitch – I'll try my best to find the time and write a tutorial describing how to import a model into the game, using a model from Heroes 7 as an example.
Then we can update this text as new information becomes available.
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где можно посмотреть и повертеть внутри браузера мои 3d модели.