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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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#216
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kolt_av
Footman, please provide version 2.1.1m; I will create the death effect for Seraphim.

Added 35 seconds later
kolterov1982@list.ru
I don't want the disappearance effect to be done using various workarounds... that's why I'm looking for a way to create it in Maya, but the problem mentioned above prevents me from doing so.
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#217
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The hiring cost, weekly growth, and upgrade cost are 42090, while the alt-upgrade cost is 28710. The Guard costs 25, the Legionnaire 250, and the Landlord 25.
The Guardians of Faith (145) and Justiciars (210) are more expensive than the Zealots of Faith (130).
It would be good to adjust the cost.
In reply to GodRick
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#218
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GodRick
The hiring cost, weekly growth, and upgrade cost are 42090, while the alt-upgrade cost is 28710. The Guard costs 25, the Legionnaire 250, and the Landlord 25.
Faith Guardians (145) and Justiciars (210) are more expensive than Zealots (130).
It would be good to adjust the cost.
Regarding the Legionnaires, isn't there a huge difference between the Legionnaire and the Guard with the Landlord? The cost of 2.5 Assassins is designed so that you can't buy many of them and to avoid balancing the growth and strengthening the Landlords.
Guardians and Justiciars are damage dealers/support, which is why they have this cost; they are more valuable than Zealots in a rush, but not much worse in defense.
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#219
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psatkha
The task is to import the inquisitor's attack01 animation into 3d max and save it in max format.
Yes, you need to import the inquisitor's animation into 3d max and save it in max format.
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#220
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I decided to revisit an original mod that wasn't implemented, namely "spearmen from Heroes 6 and 7." In the end, I managed to adapt the guard skeleton from Heroes 6 to the animations from Heroes 7 (half a year after the release of HoMMVI Haven), however, there will be no upgrade from the sixth game as it turned out to be a very tedious process that I have neither the time nor the desire to deal with.

Anyway, I want to hear suggestions regarding the use of the finished guard model; I can also upload the mb and ma files for this model.
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#221
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Not bad.
How did you ultimately "adapt" it? Did you redo the skinning from scratch, or were you able to transfer the existing skinning information to the new skeleton?
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In reply to footman
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#222
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What exactly makes it more difficult to obtain the "Guard" models compared to the "Guardian" models?
In reply to roman_yo_ye_ya
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#223
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roman_yo_ye_ya
What exactly makes it more difficult to obtain the "Guardsman" model than the "Sentinel" model?

It would take a long time to explain. It's easier for you to just accept it.)

Added 19 minutes later
In short, you can say that a 3D character consists of:
1. The model itself (a three-dimensional figure with a texture, which is a two-dimensional image, applied to its surface).
2. A skeleton (a set of control elements, "bones," with which various parts of the model move).
Skinning (or binding) is the connection between specific bones and specific parts of the model (i.e., so that when you move the bone responsible for the arm, the arm of the model moves, and so on).
3. Animation (a recorded sequence of bone movements; when played, it produces a specific movement, i.e., a creature "runs" because the shin bone rotates relative to the thigh bone by a certain degree, and so on. All of this is recorded in an animation file and is now being played.

Now, the answer to the question, "Why is it more difficult to get a model from Heroes of Might and Magic 6 than from Heroes of Might and Magic 7?"
From Heroes of Might and Magic 7, you can easily extract the model, the skeleton, and the animation. From Heroes of Might and Magic 6, you can only extract the model and the skeleton (and the skeleton is often flawed, and the skinning is broken).
The skeleton from Heroes of Might and Magic 6 is not compatible with the animations from Heroes of Might and Magic 7. Therefore, it is necessary to either re-do the skinning (bind the model from Heroes of Might and Magic 6 to the animation from Heroes of Might and Magic 7) or perform other complicated procedures. In any case, this is much more difficult than simply taking a model from Heroes of Might and Magic 7.
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In reply to zahar0z
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#224
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zahar0z
Not bad.
How did you eventually "adapt" it? Did you remake the skinning from scratch or manage to transfer the existing skinning information to the new skeleton?
It involved a lot of trial and error with the original skeleton of the Fortress creature from Might and Magic VI. The main problem was mirroring the model, skeleton, and skinning while preserving the "default" coordinate system because if this system isn't identical, it will be a mess.
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#225
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roman_yo_ye_ya
What exactly makes it more difficult to obtain the "Guard" models than the "Sentinel" models?
There are a lot of obstacles left by the developers of Heroes 6, in the form of illogical skeletons with a bunch of useless bones and mirroring along the XY axes, and there is also a lack of desire and time to deal with this, at least for free...
In reply to footman
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#226
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I also used to try to clean up the model's skeleton from the 6th game and adapt it to the skeleton from the 7th game, but it was too long, tedious, and poorly done.
I think it's faster and easier to just take a model from the 6th game and re-bind it to the skeleton from the 7th game.

Added 1 minute ago
footman
There's no desire or time to do this, at least for free...
Just out of curiosity, how much would you estimate this work would cost (adapting a model from the 6th game to the skeleton from the 7th game)?

Added 6 minutes ago
footman
There are a lot of obstacles left by the developers of the 6th game, in the form of illogical skeletons with a bunch of useless bones and mirroring along the XY axes.
The issues you described are a side effect of using the script to import the model from the 6th game. In the original game files, these issues obviously don't exist (why would they be there? the models aren't mirrored in the game). The import script is clearly not fully developed, but I think it's worth thanking its author at least for the fact that it works, even if it's not perfect.
So, regarding the "obstacles" from the developers of the 6th game, it's a rather... debatable statement, but okay, if you say "obstacles," let's say "obstacles"))
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#227
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zahar0z
I also used to try to clean up the model's skeleton from the 6th game and adapt it to the skeleton from the 7th game, but it was too long, tedious, and messy.
I think it's faster and easier to just take the model from the 6th game and re-bind it to the skeleton from the 7th game.

Well, if you know some of the features of exporting FBX to Maya, you can convert all the extra bones that don't have skinning into locators that are used to create animations, so you don't make mistakes about what to delete.
zahar0z


Added 1 minute ago

Just out of curiosity, how much would you estimate this job would cost (adapting a model from the 6th game to the skeleton from the 7th game)?

Well, I can talk about the price because it depends on the following factors:
1) Model size
2) Skeleton complexity
3) How badly the skinning was imported
4) And how much time it will take to make the model look perfect without any flaws.

And it's also worth considering that there are models whose skeletons differ in almost everything, for example: angels from the 6th and 7th Heroes, there is such a big difference that I won't even do it for money.
zahar0z
Added 6 minutes ago

The flaws you described are a side effect of using a script to import the model from the 6th game. In the original game files, these flaws are not present (why would they be there? the models are not mirrored in the game). The import script is obviously not fully developed, but I think it's worth thanking its author at least for the fact that it works, even if it's not perfect.
So, regarding the "obstacles" from the developers of the 6th game, it's a rather... debatable statement, but okay, if you say "obstacles," let there be "obstacles"))
Well, we don't know how the engine of the 6th Heroes is structured and how it works, so there's nothing to prove, but we can't disprove it either
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#228
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footman

Well, I can talk about the price because it depends on the following factors:
1) Model size
2) Skeleton complexity
3) How accurately the skinning was imported
4) And how much time it will take to make the model look perfect without any flaws.

Also, it's important to consider that there are models whose skeletons differ in almost every possible way, for example, the angels from Heroes 6 and 7 have such a significant difference that I wouldn't even take on those projects for money.

But still. If we're just estimating, not giving an exact number, but a very rough estimate.
How much would you want for adapting that footman model? From start to finish, i.e., the final result is a working model in the game. And how long would it take, roughly?

By the way, I looked at this model before, so I have a general idea of what it's like and how challenging this task is.
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#229
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zahar0z
Still, if we're just estimating, not an exact number but a very rough estimate...
How much would you want for adapting that hoplite? From start to finish. I.e., the final result – the creature in the game. And how much time would it take, roughly?

By the way, I watched that model at the time, so I have a rough idea of what it's like and how difficult this task is.
For that hoplite, around 500-650, because prices aren't like they were before 2010. And for a guardsman, maybe 100-150 more.
Roughly, if you only work on this, except for breaks for lunch, you could probably manage it in 1.5-3 hours.
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#230
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I think if you multiply the price by 1.5-2 and the time by 2.5-3 (or even 4), you'll get a more realistic estimate. Although, this time includes animation adjustments and texture refinement; without that, it would probably be faster.
But these are just some thoughts. I don't really see anyone who would be willing to sponsor mods, especially considering the current situation.
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