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

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In reply to }{0TT@6bI4
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}{0TT@6bI4
I'm not sure if these little birds actually have any real impact. They just hang there. I even feel sorry for the person who decides to find all of a user's posts and put a negative bird there. But if someone wants to do that, let them. By the way, with Ment's permission, it would be good to delete them later. There's no need for off-topic negativity to be hanging around here, I think.
No, it's not a problem. It's just very funny, and I'd like to talk to the person I'm irritating so much. That's all.

And about deleting. I don't see anything terrible in the dialogue right now. We're all communicating politely.

Added 49 seconds later
}{0TT@6bI4
zahar0z, well, that's me. They fit the atmosphere of the decaying game, I apologize, they fit the game. That's all.
How could you?! I'll get my revenge. I'll downvote everything too
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I simply don't see the point in cluttering the guide thread with uninformative messages, among which important information might get lost.
In reply to }{0TT@6bI4
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You don't need to worry. All the important information is attached to the header and the posts that the header links to. When important updates appear, such as the formula that Vova came up with, I update the information in the header and the related posts that the header links to. P.S. The "birds" are actually a very good addition. You immediately feel when your post or someone else's post has been found useful or interesting by people. And you can quickly express your opinion about another person's post. Give it a thumbs up or thumbs down. A small thing, but it's nice.
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zahar0z
You don't need to worry. All the important information is attached to the header and the posts that the header links to. When important updates appear, such as the formula that Vova came up with, I update the information in the header and the related posts that the header links to.

Added 1 minute ago
P.S. The "birdies" are actually a very good addition. You immediately feel when your post or someone else's post has been found useful or interesting by people. And you can quickly express your opinion about another person's post. Give it a thumbs up or thumbs down.

Added 1 minute ago
It's a small thing, but it's nice.
In principle - yes. But someone's question or answer might get lost. And the "birdies" are indeed a good thing.
С уважением, }{0TT@6bI4
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Waterfall_13
You really went all out here =)

It's not all that bad.
}{0TT@6bI4
In principle, yes. But someone's question or answer might get lost. And the notification feature is a good thing.
Well, do as you see fit.
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In reply to footman
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footman
So, what are the chances now? I may have a negative attitude towards the third game (I'm a fan of the fourth, but I respect the third for its AI), but it simply has no chances when compared to the fifth. The fifth is just a clone of the third, but in 3D, and not the best one at that:
1) Let's start with the AI, which is relevant today. What prevented the developers from simply taking the AI from the third game and not reinventing the wheel for the next four games (this applies not only to the fifth).
2) I won't compare the graphics of the third and fifth games; just note that there were games with better graphics than the third, even before the fifth, and without all sorts of unjustified bugs and functions that don't work together or don't work at all.
3) Gameplay and balance: here, things are the most normal. The Necropolis faction dominates everywhere and always in the late game (almost). All that's missing is an artifact to raise Liches for 0.1 units of energy.
4) Modding: this is the most interesting part, and specifically, the fact that it is limited by the very ingenious decisions of the developers in the style of "we are the developers, so only we can do this." Listing everything that cannot be done because of them or can be done through workarounds (Hex editors and scripts) would take too long.
In my opinion, the third game is still popular because its source code is available online, and as for the code of the fifth game, everything is clear to everyone.
Well, the fifth game has its own unique 3D graphics, as well as AI, but it has already been improved. The problems with 3D have also been well addressed. All that remains is to deal with the animations, and everyone will be delighted, so don't be stingy with the results of your research... be above all the shortcomings that you see in the fifth game... I understand that it is impossible to fix all of them without the source code, but at least something can be fixed to improve the fifth game!
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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psatkha

be better than all the downsides

Yes, yes, footman. Be better than all the downsides))

Sorry, I couldn't resist. I'll be quiet now.
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Hello everyone!!!
I struggled for a long time (and as it turns out, so did others after the heated discussion following my post 😱) with adding key attributes to animations (the moment of striking an opponent, etc.). With sheer will and hundreds of attempts, I honestly stormed the depths of exporter settings, scoured almost every website mentioning the gr2 format and everything related to it... but nothing worked. I had to find a workaround: - I found a converter program on the web called GrannyConverter_ricky92.zip written by someone named ricky92 (back in 2012); according to the author, it converts files from version 2.6 to 2.4. I decided to try it, and it worked. Now, briefly, as my brain is fried(some of the points described below might not even be necessary, I'm just describing how I did it; I performed a minimum of experiments)
I needed 3ds max 7 (which, by the way, works with ActorXImporter) and the plugin expotron3Dsmax7.zip. In theory (probably), you can do without Maya (by creating some kind of dummy .mb file), but I used it 😁, as I no longer have the strength for additional experiments.
After I prepared the model (without animation) in 3ds max and exported it from MAYA to .mb (partially following the steps from the Manuals of this topic), I opened the map editor and performed an export of the skeleton and model. Then, I replaced the files in the Skeletons and GrannyGeometries folders with files exported from 3ds max 7 (other .gr2 files version 2.6.0.10). During export, I specified the exporter settings files (the .ges files located in ...\Editor\MayaExport\) [settings_skeleton.ges for the skeleton] and [settings_geom.ges for the model (+ when exporting the model, I unchecked "include reference in export" in the meshes section for all bones except the mesh itself)], after which I deleted the Geometries folder created during the map editor's model export and exported the model again (i.e., I didn't close it after the first skeleton and model export) so that the editor would optimize the replaced model from the GrannyGeometries folder into the Geometries folder (a message should appear in the editor log - "Optimized geometry dumped ......"). Now you can close the map editor (Most likely these file replacement manipulations are a waste of time - I haven't checked). Phew, is your head spinning too? Let's continue!

To save space, the rest is under the spoiler
And some images on how to add attributes to animation:
In the 3ds max scene with the attack animation, I added a Dummy , renamed it to Global.Mark and attached it to the global bone Global, opened TrackView\CurveEditor and selected Dope Sheet ; selecting Global.Mark in the list, I added a Note Track to it, then by selecting Note we add animation keys at the necessary moments . Now you can export the animation via 3ds max 7 (in gr2 version 2.6.0.10) specifying the settings -
Next, I converted them using GrannyConverter_ricky92.exe( this is done by simply dragging and dropping the file; a file with the suffix ...._converted.gr2 appears next to it). After conversion, you can use the animation files ("...._converted.gr2").

I assume that: (but this is not certain)
B_cut and action are only involved in attack animations
B_cut - indicates that this is an attack animation
action - triggers the damage-receiving animation for the opponent

E_cut is involved in damage-receiving animations
E_cut - indicates that this is a damage-receiving animation

Extremely important for GrannyConverter_ricky92.exe to work: when exporting GR2 files from 3ds max 7, you must check the boxes ("Include exporter info" and "Include atr tool specific data") in the settings

P.S. My Windows Defender rated GrannyConverter_ricky92.exe as a low threat.
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Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
In reply to vova2112
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It's all very interesting, but I didn't understand anything, to be honest.
Thanks to these manipulations, can you specify any point in the animation to trigger the attack/damage animation?

If so, that's really cool.
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Well, in principle, everything is clear: the **action** attribute is sufficient for the game to register the damage in the correct frame, but the purpose of B_cut and E_cut is unclear (in some animations, such as human archers and inquisitors in ranged attacks, B_cut is missing, and everything works fine). It is also impossible to visually verify what they are for, and granny_export from Max exports animations with distortions – my crossbowman was walking like a hunchback in the air, but this is already a feature of Max.
In reply to footman
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To be honest, I still don't fully understand the new feature. If there's a chance to explain it better, I'd appreciate it. P.S. Hi, Footman. How's it going with selling the models from Heroes 6?)) Never mind. It's a rhetorical question, don't worry about it and don't take it personally.
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zahar0z, Hello.
Basically, here's the situation: if I create a "double strike" animation, without these attributes, the animation will only show one "blood splash" when hitting the enemy, and during the second strike, the character will just wave their hand. But when I add the attributes, it will be visible that the character is making two strikes.
For example, I made a simple animation for the peasants – take a look, it will be clearer: Atack-NoAtack.zip
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Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
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Good news for everyone interested in exporting models and those who sympathize with them. Using the asset studio program, you can extract various resources from the M&M X Legacy game, including models from the sixth installment, while preserving the T-pose. Or the A-pose, as in the case of this orc. The models retain their UV mapping, meaning the textures fit. However, I couldn't immediately extract the rigging and animations. To be honest, I spent about ten minutes on it, so I can't say for sure that it's impossible. I just haven't figured it out properly yet. But even if a model is exported without rigging, it can still be used, and that's still pretty cool, as this model retains its basic pose. It can be relatively easily re-rigged to a new skeleton. Or, if you want to be really clever, you can do this: take two models. One from the sixth installment, exported using Noesis, with the rigging preserved, and another from M&M X without rigging but in the T-pose. There's an operation where you can transfer the geometry from one model to another if they have the same UV mapping. If you're interested, you can search for more information online. In theory, this could restore the T-pose to a rigged model, and then you could automatically transfer the rigging information to a new skeleton, from the fifth or seventh installment. This is all if you're too lazy to rig it manually. We'd like to give a big thank you to Xuxo for the tip about the asset studio program. He's currently using this program to extract models from another M&M game, namely M&M Dynasty. Ahem. Finally, a small lyrical digression for those in the know. Orc warrior from Heroes 6, T-pose
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