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Posts from Guide on adding a new model, animation, and creature to HoMMV
It's probably easier to use different .ges configuration files when exporting from Maya separately: the skeleton, the model, and the animation.
Well, I don't know. The plugin for gr2 export in Maya remembers where the last ges file was loaded; you just need to load it manually during export through Maya – it takes about 2-4 seconds. But when using the editor, it first takes 5-10 seconds to process, and then another 5-10 seconds to export the gr2 file itself... so it's up to each user to decide what's more convenient.
As for exporting animations through the map editor, there's really no point. The only reason to use it would be for the Nival export of attributes, which controls the use of animation effects, determines which frame the damage to an entity should be applied, and how many times the hip animation should play during an attack. This requires the Nival script, which they had, and your .mel script doesn't take into account the reference to the .ma file from which they were supposed to be exported.
It's probably easier to use different .ges configuration files when exporting from Maya, separating the skeleton, model, and animation.
Excellent model! Just, um... maybe use a different image hosting service, because when I try to open the full-size photo, it opens... a lot of interesting things.
Good afternoon!
Can anyone tell me how to change the transparency of a unit?
Editing the texture with alpha channels doesn't work.
And I've been struggling for a week trying to figure out how to do it through the XDB file, but I can't find it...
Also, is it possible to apply two effects to a unit at once? In files like idle00.(BasicSkelAnim).xdb
Only the first one I specify works...
As for exporting animations through the map editor, there's really no point – the only reason to use it would be for the Nival export of attributes, which controls the use of transparency effects in animations, determines which frame should be counted for damage to an entity, and how many times the hip animation should play during an attack. This requires the Nival script, which they were the only ones to have. Your .mel script doesn't take into account the reference to the .ma file from which they were supposed to be exported.
The Nival export isn't relevant here at all (this is a Granny feature). First, you need to learn how to add the necessary attribute to the scene, and then export that scene (it doesn't matter whether it's through a script or from the program).
The Nival export has absolutely nothing to do with it (this is a Granny feature), and first you need to learn how to add the necessary attribute to the scene, and only then export this scene (and it doesn't matter whether it's through a script or from the program).
1. No, you are wrong here; you cannot export attributes using Maya and Granny in the same way that the developers did. If you think I am wrong, good luck with the +100500 settings available in the export options (I know how to add a transparency attribute to an animation, but exporting it the way Nival did is not possible). 2. The MEL script for the editor is an instruction without which no GR2 export will work at all through the editor, and your script-instruction lacks a connection to the ExpSrcClip link that exists in the editor, and during export, it is simply not taken into account. In fact, it is precisely from the file linked by this reference that the attributes should have been exported, and you are again wrong – it does matter what you use to export, and your script is generally for Blitzkrieg 2 with one modification so that the Heroes editor would be compatible with it. The Blitzkrieg editor exports animations just like Maya (i.e., not as needed for Heroes), and when exporting animations, only 1 file is involved, not 2 as in Heroes.
For clarity, here's my old message about why you can't use transparency in animations due to the lack of the Nival export script. /topic/at/1176545/
So, share some of your findings, because every time I visit a forum thread where you claim to have a "breakthrough" or promise to write an instruction guide, I expect to learn something, but instead, you delete or modify your posts, leaving behind **non-working links**, and then there's silence. In the past few days, I've found source files related to Granny [2.11.8.0 and 2.9.12.0] and other compiled libraries of various versions (from 2.1.0.3 to 2.8.30.0 and higher). I've also found a way (as I understand it, to add animation attributes that indicate when the attack occurs in the animation), but it only works in 3Ds Max, not in Maya (because it has different "mechanics and methods for adding attributes and animations"). Don't be a "scrooge," share your knowledge with others. In general, in the **ARCHIVE** and **Gr2**, you'll find what I've managed to gather. And there (this is a response for you, footman), in "granny_common_2_9_12_0_release.zip" in the "doc" folder, you can find "granny2.chm," which clearly (but in English) describes how to add the necessary attributes, and emphasizes that it's more difficult to do in Maya than in 3Ds Max. And everything can be successfully exported from the program using a **specially written exporter**.
As for MEL, it's just Maya's internal scripting language (which is quite limited in some respects), and it's used to interact with MAYA. However, I assume that the necessary attributes **might** be manually entered into the .ma file (in theory, it shouldn't differ in content from the .mb file). But it's unclear how to work with this .ma file (especially when you don't tell anyone anything). All hope rests on people who are not indifferent
So, share some of your findings, because every time I visit a forum thread where you claim to have a "breakthrough" or promise to write an instruction guide, I expect to learn something, but you end up deleting or modifying your posts, leaving behind non-working links, and then there's silence. In the past few days, I've found source code related to Granny [2.11.8.0 and 2.9.12.0] and other compiled libraries of various versions (from 2.1.0.3 to 2.8.30.0 and higher). I've also found a way (as I understand it, to add animation attributes that specify when the attack occurs in the animation), but I can only do it in 3Ds Max, not in Maya (because it has different "mechanics and methods for adding attributes and animations"). Don't be a "SCROOGE," share your knowledge with others. In general, in the ARCHIVE, there isn't much that I've managed to gather, and there (this is a response for you, footman), in "granny_common_2_9_12_0_release.zip" in the "doc" folder, you can find "granny2.chm," which clearly (but in English) describes how to add the necessary attributes, and emphasizes that it is more difficult to do this in Maya than in 3Ds Max. And everything can be successfully exported from the program using a specially written exporter. And MEL is just Maya's internal scripting language (quite limited in certain respects), which is used to interact with MAYA, but I assume that the necessary attributes may be (i.e., this needs to be tested) manually entered into the .ma file (in theory, it should not differ in content from the .mb file). And it's not clear how to work with this .ma (especially when you don't tell anyone anything). All hope is on people who are not indifferent.
Lol, when did I promise anyone an instruction guide? I did delete posts, yes, I won't deny it. Regarding the Granny source code, I'll just say that it's too new, and it's unlikely to be useful. As for .ma, it's the same as .mb, only .mb is a binary file, and .ma is a text file, but I don't know how these attributes should be created in it. As for creating the attributes themselves, it's quite simple to watch a video or read a guide about the attribute editor, and there's nothing supernatural about it.
Lol, when did I promise anyone an instruction guide?
In general, it would be very helpful to have such a guide from you. But, if you don't have the time, energy, or desire, then of course, it's not necessary.
Actually, it would be very helpful to have such a guide from you. But, if you don't have the time, energy, or desire, then of course, it's not necessary.
The only guide I made was about exporting resources from the alpha version using the map editor (you can find it in the collection by Esto100nec1). When I asked if anyone needed it, only pstattha responded, and even then, I **asked**, not **promised** anyone anything, so this is pure slander.
@**footman**, sharing knowledge with fellow members of the Heroes community is a significant gesture; don't hesitate to do it, but do so when you have the opportunity and desire. Years, and even decades, may pass, and people passionate about Heroes will remember you! I am confident that with its current achievements, Heroes of Might and Magic V has every chance of remaining as popular as the legendary Heroes of Might and Magic III!
Ah, comrade psatkha. Alas, even if the game survives, it will only be as a multiplayer experience.
The same was once thought about Heroes of Might and Magic II and I, but even now, people are restoring old computers... like a BabyAT based on an AMD Am386DX-40 CPU (the fastest of all 386s and relatively affordable in the early and even mid-90s), to play the first (pure nostalgia) and second games, and based on 486 and early Pentiums to play the third... playing the second game on a 386 is indescribable - it's pure nostalgia.