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

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In reply to zahar0z
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6 years ago
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zahar0z
The crossbow looks the same whether the character is in attack pose or not. It doesn't "bend." If the crossbow from Heroes 7 is larger... then you can simply increase the size of the crossbow from Heroes 6 to match. What's the problem?
I'm saying that this is a simpler solution than editing a bunch of animations.
Or, as an alternative, you could take the crossbow model from Heroes 7 and use it for the model in Heroes 6.
Most likely, I'll just take the crossbow from Heroes 7 and recolor it slightly for the improved version. And if you look at the concept art of these crossbowmen, they were supposed to have exactly these types of crossbows, not what ended up in the game.
In reply to footman
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6 years ago
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Yeah, it’s a more or less decent option.
In reply to zahar0z
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6 years ago
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zahar0z
Yeah, it's a more or less decent option.
So, this is what I got.
In reply to footman
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6 years ago
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If you don't nitpick the details, then everything is great.

Added 1 minute ago
By the way, as an alternative, instead of a bird, you could attach some kind of griffin to his helmet?
In reply to zahar0z
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6 years ago
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zahar0z
By the way, as an alternative, instead of a bird, you could add a griffin to his helmet?
No, I want to import the riders from the sixth game and finish with that. There's no point in extracting the nuns because they lack half of their animations, and the "Shining Ones" are just the same Light element creatures, only with a different texture.
In reply to psatkha
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6 years ago
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psatkha
Awesome! :smile54:
Sun Riders will be the last; I won't be working on the other creatures from the six. For example, I can add enhanced Shapeshifters and Manticores. There's no point in adding Cyclops, as well as Zealots; they will be useless without half of their animations.
In reply to footman
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6 years ago
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Why are half of the animations missing? There's an idle animation, damage and death animations, and there's at least either a cast, attack, or shooting animation. Many "combat units" have the remaining animations, including a walk animation and a "funny" animation, if you will. If not, the attack/shooting/cast animation (meaning if any of these exist) can be used as a cast/shooting/attack animation (meaning if any of these are needed). So, does that mean that the entire "half" of the missing animations is just one walking animation? (which isn't always missing) For the Evil Eyed, this isn't a problem; they can simply "float" in space while playing the idle animation. This isn't a problem at all. For the Adepts (if they don't have a walking animation), you can basically do the same thing. If anything, I completely understand the reluctance to deal with this nonsense; I just don't see the point in justifying it by inventing problems out of thin air. Added 6 minutes later Regarding the Manticore, by the way. The differences between the un-upgraded model and the upgraded model are minimal (horns and tail). But there are very big issues with the original animation (the horns fall into the mane, the tail has a break, the animal itself almost falls face-first onto the ground). These are all issues that were present in the original game. FrozenSoul fixed all of this quite recently, and it was looking very good; the work was almost finished, but I haven't received any new updates from him on this topic lately, so he may have abandoned the Manticore.
In reply to zahar0z
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6 years ago
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zahar0z
Why are half of the animations missing?
There's an idle animation, damage and death animations, and at least one of either a cast, attack, or shooting animation. Many "combat units" have all the other animations as well, including stir and movement, and even a "funny" animation. If they don't, then the attack/shooting/cast (meaning if any of these exist) can easily be used as a cast/shooting/attack (meaning if any of these are needed).
So, does that mean that the entire "half" of the missing animations is just one movement animation? (which isn't always missing).
For the Gloomstalkers, this isn't a problem; they can simply "float" in space while playing the idle animation during movement. This isn't a problem at all. For the Zealots (if they don't have a movement animation), you can basically do the same thing.

If anything, I completely understand the reluctance to deal with this, but I don't see the point in justifying it by inventing problems out of thin air.

Added 6 minutes later
Regarding the Manticore, by the way. The differences between the unupgraded and upgraded models are minimal (horns and tail).
But there are very big issues with the original animation (the horns fall into the mane, the tail has a break, the animal itself almost falls face-first onto the ground). These are all issues that were present in the original game.
FrozenSoul was fixing all of this quite recently, and it was looking very good; the work was almost finished, but I haven't received any new updates from him on this topic lately, so he may have abandoned the Manticore.

They don't have attack, attack critical, move, ildeBridge(stir00), ildeSpecial(stir01); this applies to the Zealots and Gloomstalkers, and instead of the original attack, they have ability; the animation is simply named attack.
In reply to footman
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6 years ago
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Everything I wrote above still applies. The "ability" can be used as an attack and/or as a cast. You can do without the stuns. And the movement animation can either be made a "floating" idle animation, or you can put in the effort and create it yourself. So, in my opinion, there isn't really a problem anymore.
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6 years ago
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I’ll probably ask to create a separate one for discussing Haven creatures from Heroes of Might and Magic 6.
zahar0z
It's all the same as I wrote above. The “ability” can be used both as an attack and/or as a cast.
In the case of the Acolytes, the ability is a cast from Heroes of Might and Magic 6; it wouldn’t look very good as an attack, but with the Gloomwings, I don’t remember what the original name of the animation was.

Progress on the Solar Knights: there were major problems skinning the model correctly; although it exported properly, it saved with the wrong bones (on the horse skeleton). I had to do some magic in Maya to copy the skinning onto the correct bones. The rider himself is ready; there are even more problems with the horse – part of the skeleton has moved somewhere completely unclear, and I’m not sure if its skinning was exported correctly either.
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6 years ago
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Generally, it turned out like this, but I'm not entirely satisfied with the result. Video demonstration of the Solar Knight: https://www.youtube.com/watch?v=dUWHrERW9BY
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6 years ago
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I finished working on the improved version, but I couldn't fix some minor flaws with the horse due to a broken skeleton (alas, if only I had the source files for the creatures from Heroes 6, or an ideal program for exporting in gobj format). Video demonstration of the Solar Crusader: https://www.youtube.com/watch?v=gkVhpng0x3M&feature=youtu.be There was a desire to export the improved version of the Manticore from Heroes 6 to replace the one with the strange face in Heroes 5... well, never mind, I changed my mind; after looking at both the Manticore and this model, it’s clear that it’s a complete failure. The skeleton is monotonous, and the skinning isn't applied to the correct bones. I can't imagine how to fix all this (what really annoys me is that the creatures from Heroes 5 and 6 were made in Maya – why couldn't they have used other software for their creation?).
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6 years ago
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News: There will be no bonus version of the mod with a time limit of 6 heroes; instead, there will be a modified and corrected version 2.2.1. I will fix the errors and add Seraphim as a replacement for the angel animations; all animations will be included. I haven't made any changes to the "dead" animation; it will remain as is.

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