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#324
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The Arkhangel 0.5 program has a significant drawback: it incorrectly applies Vertex Colors, which causes the models in the game to appear overexposed and too bright. Is there a solution to this problem?
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#325
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Manulli
The Arkhangel 0.5 program has a significant drawback: it incorrectly applies Vertex Colors, which causes the models in the game to appear overexposed and too bright. Is there a solution to this problem?

In 3Ds Max, for example, you can edit the vertex colors , or try using the Default material (I've noticed some darkening with it).
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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.
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#326
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Good evening!
I have a set of textures, an FBX model, and an SMD file for it. It seems that the texture mapping is done through the SMD file because the exported FBX doesn't have any materials. But that's just the first issue. The main question is: is there a way to remove the skeleton from the model in Maya 2009? Because when I delete the skeleton, the model disappears (by the way, the model's size and position also depend on the skeleton), and if I leave the skeleton, the editor complains about more than two skeletons in the model during export... Unfortunately, I don't have 3ds Max, and I don't want to buy it either.
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#327
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}{0TT@6bI4
I have a set of textures, an FBX model, and an SMD file for it. It seems like the texture mapping is done through the SMD file because the exported FBX doesn't have any materials. But that's just the first issue. The main question is: is there a way to remove the skeleton from the model in Maya 2009?
I don't know about Maya, but you can convert Heroes models or SMDs to the .obj format using Archangel, which doesn't have a skeleton. However, the program is buggy in many ways; sometimes polygons detach from the model, or the vertex binding to the skeleton is lost. There will also be some minor problems with lighting on the final model in the game.
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I don't have 3ds Max, unfortunately, and I don't want to buy it either.
I don't think anyone buys it just to make free mods out of pure enthusiasm ;ъ
I didn't bother and just downloaded a keygen; someone uses the student version, which, as far as I know, is also quite easy to get.
}{0TT@6bI4
I have a set of textures, an FBX model, and an SMD file for it. It seems like the texture mapping is done through the SMD file because the exported FBX doesn't have any materials.
I don't have any experience with Maya, and I'm basically a beginner, but I can assume that the problem is with the incorrect conversion from SMD to FBX because I don't believe there is a 3D model format that doesn't support UV mapping. You need to check all export parameters, make sure the model has the correct textures before the conversion, and generally eliminate possible errors at all stages. It might turn out to be a missing checkbox.
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#328
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}{0TT@6bI4
Deleting the skeleton causes the model to disappear (by the way, the model's size and position also depend on the skeleton), but leaving the skeleton in place causes the editor to complain about more than two skeletons in the model during export...
Everything is exactly as you described. Changing the size or position of the skeleton (rotating it along the axes, etc.) will cause the mesh to revert to its original coordinate system and position (taking its initial position) when editing the mesh or deleting the skeleton. This can be addressed (but it's often just a matter of "perfectionism") because everything still works in the end (unless you completely mess it up by trying to do "everything the right way").
I've tried different methods, but there's a fairly simple way (but my knowledge is limited to 3Ds Max, which is why I found a way to avoid using Maya):
1) Load the model with the skeleton, make the necessary changes to the size and position of the main bone of the skeleton (as a result, changes will occur to the model itself, which is attached to the skeleton).
2) Export the model with the skeleton to SMD. If the model has one material, it will be merged into a single mesh during export; if there are several materials, there will be several independent meshes with different materials (and the "Multi\Sub-Object" property will be added to all materials, which can then be removed if necessary).
3) Delete the model, leaving only the skeleton, go to the "Bone Tools" bone settings, select all the bones of the skeleton, and click the "Reset Stretch" button. Save the skeleton separately (you can save it in the 3D Max format).
4) After that, you can load the separately saved skeleton and then import the previously saved SMD file with the model on top of it (and you will get a model and a skeleton of the same size and orientation in space).
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Unfortunately, I don't have 3ds Max, and I don't want to buy it either.
I know where the pirate club is; they have everything. Just hint, and I'll share the link.
Manulli
I suspect the problem is an incorrect conversion from SMD to FBX.
I have a feeling – bordering on certainty – that the materials that are transferred from Max to Maya during export are not the same as they were initially (and it's unclear why, even though it's the same company, there's no compatibility – which confirms my belief in working only in one program, bypassing the second)
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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#329
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Thank you very much for your help, vova2112 and Manulli. Let's see if it's worth learning how to work in Max just for one model. Nah, I'm just lazy smile05
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#330
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A bit off-topic, but very useful information.

I found a way to relatively easily transfer animations from one similar skeleton to another.
This way, you can, for example, give the animations of one unit to another, adapt animations from the fifth game for units from the seventh, and so on.

I'll describe it simply, using humanoid creatures as an example.

It's done in three steps.
Step one.
We import the target model with its skeleton. That is, the one to which we will transfer the animation.
We create a CAT skeleton for it in Max.
https://m.youtube.com/watch?v=G47NnPXsPHM

Step two
We link the original skeleton of the imported model to the new CAT skeleton.
https://m.youtube.com/watch?v=vbLYE76v50s

Step three
We import the model with the skeleton and the animation that we will transfer.
And, using the principle of mocap projection, we transfer this animation to our CAT skeleton.
https://m.youtube.com/watch?v=BGtUBwWaZ8s
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Моя страничка на Artstation,
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#331
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Just a little more off-topic content, and here are some useful videos. If you take the time to learn and understand it, "RIGGING" is a very convenient tool for creating high-quality animations.
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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#333
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Is it possible to extract a model from Heroes 5, make minor adjustments to it in Blender using ArchanAngel (remove unnecessary details, adjust the model itself), and then re-import it into the game? The bones were not modified during the model editing process.
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#334
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Hey everyone, I have a question... I tried to understand the attached manuals, but honestly, I didn't quite get it... Then I realized that the attached manual is designed for adding a model to Heroes... But is it possible to extract all the models with animations from the game so that they can be opened in 3ds Max? I mean, what format is it, probably FBX...? Please advise!
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#335
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On the forum, find the user Esto100nec; there's a link to his disk with files in his signature; it will contain the "Archangel" program and, most likely, instructions on how to use it.
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#336
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}{0TT@6bI4
Find the user Esto100nec on the forum; there's a link to his disk with files in his signature; it will contain the "Archangel" program and, most likely, instructions on how to use it.
The program has already been downloaded, but nothing worked... But in general, is it even possible? I mean, can I extract the model and animation files?

Added 4 minutes later
To be honest, here's why I need it: I really want to create a mod for either Attila: Total War or Troy: Total War, specifically based on Heroes of Might and Magic 5. There are two options: the first is to extract everything from Heroes and implement it, and then enjoy the result... The second option is worse: to create everything from scratch, models and animations, insert them into the game, and again enjoy the result... But if I can manage the first option on my own, albeit slowly... Then the second option requires a team...
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#337
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Pavlinho
In principle, is this possible? I mean, can you extract the model and animation files?
In principle, it is possible – if I remember correctly, you can use ARCHANGEL to extract the model and skeleton that are not linked (you will then need to do the model skinning), and using a plugin for 3DS Max 2008, you can load the skeleton and animation.
You can also load the model into 3ds Max after pre-processing the model file from the game using the mesh2wrl_by_CrazyPill program (without the skeleton).
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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#338
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vova2112
In principle, it is possible – if I remember correctly, with the help of ARCHANGEL, you can extract the model and skeleton that are not linked (then you need to do skinning of the model), and with the help of a plugin for 3DS Max 2008, you can load the skeleton and animation.
Also, the model can be loaded into 3ds Max, after предварительно processing the model file from the game with the program mesh2wrl_by_CrazyPill (without the skeleton).
well, let's say I'll do the linking, that's okay... but I don't understand about the plugin for 3D Max, can a plugin really extract the animation??? , and with the help of a plugin for 3DS Max 2008, you can load the skeleton and animation. - I didn't understand this phrase