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Posts from Guide on adding a new model, animation, and creature to HoMMV

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This tutorial is filled with pictures so, I guess, it's quite easy to understand with google translation.

Anyway, I wish you good luck in your modding adventures!

Unfortinaly I cant find time to translate this tutorial. If you can do it, and interested in it, fell free to do so, just note me, as original author of this tutorial, and note all those other people, that I noted whose knolege,and help, helped me to do this tutorial.
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Hello, please answer a simple question. I want to manipulate the models of 5 heroes in 3ds max, but I can't figure out how to load them. There seems to be a program called Arkhangel for this, but I can't understand where the models are. In data.pak, there are only .xdb and .dds files, and none of them can be opened by the program.
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FoeChopper5000
Good afternoon, please answer a silly question.
I want to manipulate the models of 5 heroes in 3ds max, but I can't figure out how to load them.
There seems to be a program called Arkhangel for this, but I can't understand where the models are; in data.pak, there are only .xdb and .dds files, and none of them can be opened by the program.
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In reply to Waterfall_13
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Waterfall_13
Thank you! The model loaded in Arkhangelsk, but there was an error during the conversion to SMD, but it works fine in OBJ.
And how do I transfer animations from Heroes to 3ds Max?
UPD: In Max, some textures look different than in the game; is that normal?
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FoeChopper5000
Thank you! The Archangel model loaded, but there was an error during the conversion to SMD, but it works fine in OBJ.
And how do I transfer animations from Heroes to 3ds Max?
UPDATE: In Max, some textures look different than in the game; is that normal?
I can't help, I don't know 3ds Max =)

I think Zahar will be able to answer (when he checks this thread).
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Good afternoon! Is it possible to change the size of a character in battle by editing the xdb files, or is it only possible by editing the 3D model?
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You can simply use XDB to overlay one complete model on top of another as an effect, while making the original model transparent and invisible. You can change the size of this new effect model as much as you want.
But...
If you increase the size instead of decreasing it, the shadows will be displayed incorrectly on the model. That is, you can make it smaller, but it's not a good idea to make it larger. Plus, with this approach, the animation will also not work quite correctly. The timing may be off, and the transitions between one animation and another will be awkward. Plus, you won't be able to apply any effects to the bones on top of this new model. Plus, it's quite a hassle. In short, no matter what you do, there will be problems. It's better not to use this method. Unless you really want to create a small version of a creature from the original Heroes 5 game with the original animations.

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FoeChopper5000

And how do you transfer animations from Heroes to 3ds Max?
UPD: In Max, some textures look different than in the game, is that normal?
Animations. Not possible right now. You need a suitable GR2 plugin, which, as far as I know, has been lost.
Regarding the textures "looking different," you need to clarify the question, how exactly they look different.
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I exported the finished model in FBX format following the manual. In the process of working with Maya 6.0, I adjusted the sizes. After successfully exporting the skeleton, I exported the model itself (File (Model) => Right-click => Export), and the editor gives an error like "More than 1 model, cannot proceed." How can I fix this? Or is the problem with the model itself? If so, is there a way to make it a single model during the work in Maya? I hope for your help, thank you in advance!
С уважением, }{0TT@6bI4
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The editor displays this error when it detects more than one model.
At some point during the export process, the hierarchy was disrupted. You need to check the latest Maya file for this. All your models (there may be several) must be hierarchically under the root bone. In this case, it should be the global bone that you created in Max. In Maya, this is done by dragging the line with the models onto the line with the bone.
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In general, with the help of xuxo, everything worked out! Thank him for his assistance. I also want to separately thank zahar0z and other authors of the guide! Without you, nothing would have happened.
С уважением, }{0TT@6bI4
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When I tried to load the created model into the editor using the method described in the first post, the geometry turned out to have holes. Can you tell me why this is happening?
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Animation doesn't solve the problem. As it turned out, the UV mapping was also messed up, and now the textures are applied randomly.
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ForRest Fay
Animation doesn't solve the problem.
As it turns out, the UV mapping is also messed up, and the textures are now applied randomly.

I can't say for sure, but at the very least, holes in the model could mean that the normals are incorrectly oriented. That is, some of them are pointing inward instead of outward.
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