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#18
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I did it like this: 1) I cloned the model and removed everything unnecessary. 2) In Max, I applied the mirror tool to the clone (it's important that the clone has a skin modifier). 3) Then I used collapse, and instead of mirroring, the polygons were inverted. Basically, just the polygons were flipped inside out.
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#19
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Okay, I understand. It could be a bit simpler, but overall it's clear. What about two-sided textures in Heroes 5? Do they exist, or am I mistaken?
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#20
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zahar0z
Added 1 minute ago
The question is how to solve it better. Using a two-sided material in the game.
Forget it, the game doesn't recognize materials made in Max or Maya, and they are filtered out during the gr2 export by ges files, which are responsible for the export settings.

Added 1 minute ago
Heroes has its own materials that are configured in xdb files.
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#21
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I'm just asking if there's a way to make it "double-sided" in these hero xdb materials. Because I'm not 100% sure, but it seems like there is.

Added 1 minute ago
By the way, I checked the model, and I collapsed the mesh into a single vertex for testing. After that, some of the polygons actually started disappearing when imported into the game.
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#22
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zahar0z
I'm just asking if there's a way to make it "two-sided" in these Heroes XDB files. Because I'm not 100% sure, but it seems like there might be.

And I'm 100% sure that there isn't, because if there was, the developers wouldn't have duplicated the sides, for example, with the chain of monks.
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#23
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zahar0z
The suggestion to describe some additional basics is very good, but I won't do it because I simply won't be able to handle it. There should already be a lot of information here without which it is impossible to do anything. You yourself should think that even a beginner needs to have at least a brief description of how to work with in-game archives, and that's practically a whole section. Otherwise, a person simply won't be able to test the finished model.

Well, I just made a suggestion, nothing more. It seemed to me that working with game archives should be something a person who has taken on working with models already knows, and the second is impossible without the first. On the other hand, you might be right, it probably wouldn't be superfluous.

By the way, it seems that Esto100nec1 had a guide on in-game archives, maybe to save time and effort, it would be worth just adding a link to your guide? Or even quote the main points from there, if Esto100nec1 doesn't mind.
zahar0z
If there is a desire to describe the aforementioned Max functions in a simple and clear way, I will be very happy to add this to the tutorial in the "additional information" section. And as a separate topic, it would also look quite good. Something like "useful Max functionality for beginners". I myself would be happy to read about skinning, because I haven't really done it properly in Max yet. Otherwise, beginners will simply have to Google and look for tutorials. In the end, this information is not rare, unlike information about importing a model into Heroes 5.

Okay, as soon as I have the opportunity, I'll send you a document in which I will describe those simple editing options that I was talking about, and I'll show it in screenshots. I think you'll figure out how to make it more accessible for the viewer.
As for skinning, this is clearly not something simple for a beginner. I don't think it's worth bothering with it, because it's unlikely that anyone will deal with it and work with it. And it is not necessary to attach an object to a model in Max through all the things related to skinning, there is a simpler way in just a few clicks. I will describe it as well.
zahar0z
When the main part is ready, I will definitely write about fixing the movement animation in "additional information".

Can you tell me, is this adjusting the model's animation by coordinates, time, cycle length, and playback speed, or is it a specific fix that allows you to use the movement animation in place, but only in the context of Heroes 5?
zahar0z
I will definitely write in the additional info how to edit the move animation and how to quickly split the model into several parts if it has several textures.

This is probably a "side effect" of converting to SMD, when after conversion all the meshes/materials are merged into 1?
zahar0z
"mirror unfolding" what kind of beast is that, may I ask?

I meant a two-sided material, I just didn't express it correctly. I'm not very good at explaining technical details.
In general, when a texture should be applied to 2 sides of one plane, and not to 1, as by default.
zahar0z
I currently have a problem where the inside of the guard's helmet is transparent from the face side.

Here, it seems we are talking about the same thing...
zahar0z
And in Heroes, is there a function to make a two-sided material? Does anyone know how such functions work from the point of view of the engine, does it multiply the number of polygons calculated in the game or not? (you can find out by cutting it directly during the game with some ripper and looking at it in Max.) If the polygons are not multiplied, then it is more appropriate to use this function, if they are multiplied, then it is more appropriate to select only the necessary polygons and manually copy and unfold them in Max.

I don't think it's implemented, because I've tried all the possible material parameters, but I couldn't achieve the desired result. But, as I already said, this can be fixed with some "tricks" using the "Shell" modifier in 3ds Max, at least on the models I've worked with. It is also likely that this can be fixed by duplicating and mirroring the polygons.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


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#24
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Frozensoull

By the way, it seems Esto100nec1 had a guide on in-game archives; maybe to save time and effort, you could just attach a link to your guide? Or even quote the main points from it, if Esto100nec1 doesn't mind.
I need to contact him later; I think he'll be all for it, and maybe he'll even want to join in creating a comprehensive guide.
Frozensoull
Okay, when I have the chance, I'll send you a document describing those simple editing options I was talking about, and I'll show you with screenshots. I think you'll figure out how to present it in a more accessible way for the viewers.
...
And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
Cool, that will be great and very useful. The main thing is to try to describe the workflow in a way that's easy to understand, even for complete beginners.
Frozensoull

Can I ask, is this about adjusting the model's animation based on coordinates, time, cycle length, and playback speed, or is it a specific fix that allows you to use a stationary movement animation, but only in the context of the 5th game?
No, unfortunately, it's just adjusting the coordinates in Max; nothing new.
Frozensoull

Is this a "side effect" of converting to SMD, where after the conversion, all the meshes/materials are merged into one?
That too. But the model is already initially given to us as a single mesh after importing it from Unreal Engine through a script. It's relatively easy to fix because the model mostly retains the polygon IDs that correspond to the display of different textures. So, you don't need to separate the model completely manually.
Frozensoull
I don't think it's implemented because I've gone through all the possible material parameters, but I haven't been able to achieve the desired result. However, as I already said, it can be fixed with some "tweaking" using the "Shell" modifier in 3ds Max, at least on the models I've worked with. It's also likely that this can be fixed by duplicating and mirroring the polygons.
It's better to use at least the method that Footman described above to fix this. But the easiest way is to simply select the necessary elements in editable poly, copy them, and press the turn button. The method with the "Shell" modifier is too tedious, in my opinion.

Added after 39 seconds
footman
And I'm 100% sure that it's not, because if it were, the developers wouldn't have duplicated the sides, for example, in the chain of monks.
I understand. That's a shame.

Added after 20 minutes
Frozensoull
And you don't necessarily have to attach an object in Max to the model through all the skinning processes; there's a simpler way to do it in just a few clicks. I'll describe that too.
Is this about attaching a separate object (say, a sword or shield) to a specific bone? And will this be saved when exporting to Heroes 5?

Added after 30 minutes
I found an error in the order of actions in my guide. I know how to fix it. It will be fixed.
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#25
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There’s also an issue with the sounds from Heroes 7; they are too loud in the game, and messages like this appear in the command line – I don't know how to fix it.
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#26
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footman
There’s also an issue with the sounds from Heroes 7; they are too loud in the game, and messages like this appear in the command line. I don't know how to fix it.

Send it to my email!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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#27
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zahar0z
Found a mistake in the sequence of actions in my manual. I know how to fix it. It will be fixed.
fixed
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#28
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footman
I am 100% sure that there isn't, because if there was, the developers wouldn't have duplicated the sides, for example, with the chain of monks.

In the .xdb file, for the Material, set the Is2Sidеd parameter to true - by default, this parameter is false!
С уважением, Psatkha (Псатха)

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#29
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Which parameter?

I also remember that there was something like that. But if the developers don't use it, it might be better to duplicate individual parts in Max, as it will likely double the number of polygons and impact performance.
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#30
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zahar0z
Which parameter? I also remember that there was something like that. But if the developers don't use it, it still doubles all the polygons, which affects performance. It's better to duplicate individual parts in Max.

I've already edited the message because the text was hidden due to the "greater than" and "less than" signs!
С уважением, Psatkha (Псатха)

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#31
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Okay, the function exists. We just need to figure out if it impacts performance. Any thoughts? We could test it with Ripper, as I mentioned earlier. But for beginners, I think it would still be more helpful to create a tutorial using this function because it's simpler than editing the model in Max.
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#32
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zahar0z
Well, the function exists. We just need to figure out if it's performance-intensive. Any thoughts? We could test it with Ripper, as I mentioned above.
But for beginners, I think it would still be more useful to create a tutorial using this function, as it's simpler than editing the model in Max.

We need to check how it's implemented, but it's generally more efficient to fix the model directly... IMHO.
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

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