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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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#185
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Yesterday, I contacted the admin and wrote a lengthy message in my usual style. Surprisingly, the person turned out to be quite reasonable. He even makes mods himself (which might be why he understands that it's not just a simple task). The admin said he's willing to cooperate in every way, publishing links and mentioning the authors, etc. The only two things are: first, he says he can no longer fix the old news articles that have already been published; and second, he says that sometimes it's difficult for him to find the authors, but I offered to help him with that if needed. Overall, I think the situation is more positive than negative. I also suggested that he publish a guide on how to add a model. He said it was a great idea and that he would upload it in the evening.
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In reply to zahar0z
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#186
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zahar0z
Yesterday, I contacted the admin and wrote a long message in my usual style. Surprisingly, the person turned out to be quite reasonable. He even makes mods himself (maybe that's why he understands that it's not just a simple thing). The admin said that he is willing to cooperate in every way, publish links, mention authors, and so on. The only two things are: first, he says that he will no longer be able to fix old published news, and second, he says that it is sometimes difficult for him to find the authors, but I offered to contact me for help in this matter if needed. Overall, I think the situation is more positive than negative. I also suggested that he publish a guide on how to add a model. He said it was a great idea and that he would post it in the evening.

Are you talking about the VK admin or the admin of this group?!
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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#187
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group admin.
here is the link:
https://vk.com/mightandmagic5?from=post

I think it's pointless to try to explain anything to VK's technical support.
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#188
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There isn't much news about the mod itself: version 2.1.1 will be released soon. The only difference from the English version 2.1 (and, as far as I understand, no one needs it there) is that angels will use the seraphim model only on the campaign map. This was done with the hope that heroes would work with gr2 files from 2.6.1.0 of 3D Max 8. Further work on the seraphim will not be carried out.
In reply to footman
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#189
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footman
which appeared with the faint hope that the heroes would work with gr2 files from 2.6.1.0 of 3d max 8, further work on Seraphim will not be continued.
Can you provide more details?
And you've already mentioned that there will be no further work about three times.
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#190
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What's there to elaborate on? I exported the model and animation to 3ds max 8 via smd and then exported it using granny_export 2.6.1.0. The game "reacts" to gr2 files of this version, but they don't work properly, resulting in something nonsensical that I didn't screenshot. I discovered an interesting fact: the map editor can extract a 3D model from any version of a gr2 file (I gave it 2.9.12.0 from Maya 2010 and 2.6.1.0 from 3ds max 8, but the map editor couldn't find the materials from the max version, resulting in an error until I manually added them).
And in general, twice: when I was working on version 2.01 and now, when I'm working on 2.1 eng, I didn't say that.
In reply to footman
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#191
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footman
What's there to elaborate on? I exported the model and animation in 3ds max 8 via smd and then exported it using granny_export 2.6.1.0. The game "reacts" to gr2 files of this version, but they don't work properly, resulting in something nonsensical that I didn't screenshot. I discovered an interesting fact: the map editor can extract the 3D model from any version of the gr2 file (I gave it 2.9.12.0 from Maya 2010 and 2.6.1.0 from 3ds max 8, but the map editor couldn't find the materials from the max version, resulting in an error until I manually added them).
And in general, twice: when I was working on version 2.01 and now, when I'm working on 2.1 eng, I didn't say that.

Have you tried version 2.6.0.10?
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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#192
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psatkha
Have you tried version 2.6.0.10?
This is the one, I made a mistake with the version number; there is no other version of the 2.6 export available publicly.
In reply to footman
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#193
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footman
What's there to elaborate on? I exported the model and animation to 3ds max 8 via SMD, then exported it using granny_export 2.6.1.0. The game "reacts" to GR2 files of this version, but they don't work properly, resulting in something nonsensical that I didn't screenshot. I discovered an interesting fact: the map editor can extract the 3D model from any version of the GR2 file (I gave it 2.9.12.0 from Maya 2010 and 2.6.1.0 from 3ds max 8, but the map editor couldn't find the materials from the Max version; it crashed until I manually added them).
And in general, twice: when I was working on version 2.01 and now, when I'm working on 2.1 eng, I didn't say that.

But this is something you can elaborate on – what you just wrote. Although, to be honest, I still don't understand if you managed to create a file from Max that works with the map editor or not. "It crashes until I manually added it" – such fragments make it a little difficult to understand the text. Where and what did you add? The material in Max? Or somewhere during import? What do you mean?
By the way, if it works, it would be great if you could share a link to the GR2 exporter plugin for Max.

P.S. Let's not argue about how many times you (like many of us, for the most part) threatened to leave? 2 or 6, what's the big difference? In any case, I don't want to go around the forum collecting quotes.

Added 4 minutes later
By the way, do you want to try working with models from the 6th game? Re-rigging them to the skeleton from the 7th game. I was messing around with that a week ago. In principle, it's not that difficult if you get the hang of it. You can either re-rig manually (it's worth watching two or three tutorials on rigging in Max, and you'll already be able to do it). Or, as an option, use the export from Noesis; the model is then exported with mostly working rigging, but the bone names and sometimes the skeleton structure are all incorrect (they break during export and are simply named with numbers). Theoretically, you just need to transfer the ready-made rigging (Max has such a function) from the broken skeleton from the 6th game to the working one from the 7th game.
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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#194
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zahar0z
You can elaborate on what you just wrote. Although, to be honest, I still don't understand if you managed to create a file that allows the map editor to work with Max, or not. Phrases like "it crashes with an error until I manually add it" make it a bit difficult to understand the text. Where and what did you add? The material in Max? Or somewhere during import? What do you mean?
By the way, if it works, it would be great if you could share a link to the plugin that exports GR2 files from Max.
I didn't make anything that would allow the map editor to work with Max. I only exported GR2 files through Max. I added the material to the list in the map editor, which updates when the model is exported, but it didn't recognize the material from Max's GR2, although I think I know what the error was.

Added 3 minutes later

By the way, do you feel like messing around with models from Heroes 6? Re-rigging them to the skeleton from Heroes 7. I was messing around with it a week ago. In principle, it's not that difficult if you get the hang of it. You can either re-rig them manually (it's worth watching two or three tutorials on rigging in Max, and you'll already be able to do it). Or, as an option, you can use the export from Noesis; the model will then be exported with a mostly working rig, but the bone names and sometimes the skeleton structure will all be incorrect. Theoretically, you just need to transfer the ready-made rig (Max has this function) from the broken skeleton from Heroes 6 to the working one from Heroes 7.

I had the idea to create a mod with "pikemen from Heroes 6 and 7, and the legionnaire should be an upgraded version," but I abandoned that idea after this mod came out. I don't want to go back to the resources of Heroes 6; from the point of view of messing around with resources, Heroes 6 is a pain.
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#196
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Update 2.1.1 changes: 1) Cuirassier and all other units from version 2.1 (English). 2) Seraphim – only for the campaign map; it has two animations: idle00 and attack00 (it was inconvenient to test with just one idle animation, so there are two, but attack00 is not used by the game). It also has some differences compared to the previous screenshot. I decided to restore the original color of the right sword. Four new bones were added to the Seraphim's skeleton for new effects that simulate the glow of “crystals” or whatever they are. This right-hand screenshot shows an example of the new yellow sword effects.
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#197
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decent angel. Is there no possibility or desire to create a couple more combat animations (at least hit/cast/stir)?
Нет войне.
In reply to Gerter
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#198
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Gerter
a decent angel. Is there no possibility or desire to create a couple more combat animations (at least hit/cast/stir)?
Neither one nor the other, because the cuirassier was conceived as an exclusive for the English version, and it was a pity to waste the seraphim because the Heroes cannot work with gr2 files of version 2.6.0.10 like Age of Empires 3, at least I won't import new animations just like that, and the dead animation is a special headache.
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#199
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I decided to create a list of updates and their changes on the main page.
#200
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It would also be good to replace Priests with Chaplains, and Inquisitors with Abbots. :D And Angels with Seraphs, and Archangels with Celestial Warriors. :D