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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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In reply to Pavlinho
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#3975
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Pavlinho
Okay, here's an archive with 2 files: an FBX model with a skeleton and a TGA – a texture map. You can apply the cyclops' diffuse texture to it; it should match pretty well (about 90%), so you won't have to redraw the cyclops' head and teeth. However, you'll need to redraw the body and appendages... I checked the files, but if I made any mistakes, let me know.
Awesome! Let's see what comes out of it. I'm currently sorting through the models from *The Dwarves*, and then I'll check out the cyclops.

Added 17 minutes later
Pavlinho
Ah, I see...
In *Rome 2*, I once transferred the animation of a human to the animation of an elephant, so that there would be two people on the elephant: a driver and an archer. Well, I'm not a 3D master, and I got tired of doing it because, at least in *Rome 2*, as far as I know, the skeleton needs to be a single whole. If you take the animation of one skeleton and attach it to the root bone of another, the animation gets distorted. I had to use some tricks... Well, there were about 30 animations to connect.
It's easier in *Heroes 5*. You can attach an effect to the animation of a unit; usually, these are various lights or glowing effects, like the light on a druid's staff. But there are also models – the same druid summons a magical circle model, and it has its own animation and, accordingly, its own skeleton. Each of these models is defined in a separate text file (ModelInstance), and you can also specify a bone for attachment in it, if you want, but that will be permanent. For example, if an elephant falls during its death animation, the archer won't notice and will continue to stand or lie in the howdah, even if the floor is perpendicular to the ground
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#3976
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Hmm, I understand, but I still can't imagine how to animate the tentacles using an effect. Unless it's for a constant effect? Then you'd have to attach the body to another skeleton... but will there be synchronization in the movements of the cyclops' skeleton and the elemental, which someone suggested earlier for the tentacles?
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#3977
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Pavlinho
Hmm, I understand, but I still can't imagine how to animate the tentacles using an effect. Unless the effect is meant to be permanent? Then the body would need to be attached to another skeleton... but will there be synchronization in the movements of the cyclops' skeleton and the elemental, which someone suggested earlier for the tentacles?
In principle, everything should be fine; let's see how it works in practice.
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#3978
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maybe someone can extract the animations in FBX format for the cyclops? I fiddled around with it, realized I don't remember how to extract them very well, and I think I deleted the programs (or the plugin for 3D modeling) for converting them...
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#3979
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Pavlinho
maybe someone could extract the animations in FBX format for the cyclops? I tried, but I realized I don't remember how to extract them, and I think I deleted the programs (or the plugin for 3D modeling) for conversion...
I couldn't upload them to Blender; the plugins are not the right ones.
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In reply to fktifzobr
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#3980
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I couldn't load them into Blender; the plugins aren't the right ones.
If I remember correctly, you need 3ds Max 2008 with a plugin to convert this .gr2 file... but I'm not 100% sure.
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#3981
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Pavlinho
If I remember correctly, you need to convert this GR2 file using 3DS Max 2008 with a plugin... but I'm not 100% sure.
That's right. Using a plugin for 3DS Max 2008, you can load the skeleton and animation. Alternatively, you can use the program (Noesis), which can also export animations to various formats (including FBX, SMD, PSK-PSA). This was discussed in the thread "Guide to adding a new model, animation, and creature to the HoMMV game" (on pages 22-24).
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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#3982
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vova2112
That's right. Using a plugin for 3DS Max 2008, you can load the skeleton and animation. Or you can use the program (Noesis), which can also export animations to various formats (including FBX, SMD, PSK-PSA). This was discussed in the thread "Guide to adding a new model, animation, and creature to the HoMMV game" (on pages 22-24).
Vova, you helped me with this, but it was a year ago, and I've forgotten everything. Plus, it seems I deleted all these programs because I don't have them on my computer now...)))) And I don't remember which of these methods I used... Do you have a way to send them to me?

Added 17 minutes later
Hmm, I think I'm starting to remember. I downloaded Noesis and GR2 Tool... It does everything, but the FBX file is empty - why? This was also discussed back then, but I don't remember why yet
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#3983
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Well, I don't even know how to help, I still haven't learned how to make even a simple, decent animation (I'm just not good at it). All I have is the toolkit needed for the job, and I've shared everything I know and provided links in the "Guide to Adding a New Model to the HoMMV Game" thread.
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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#3984
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vova2112
Well, I don't even know what to apologize for.
Okay, I got it! I remembered!
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#3985
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That's really cool, I'm one step closer to reducing the size of the quintuple dwarves to an acceptable level X) someday... someday...

I've collected the dwarf models from The Dwarves, now I can continue making units.
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#3986
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I tried to animate the tentacles; the main animation is the cyclops' movement, I think it's the ATTACK file, when it probably shoots with its eye...
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#3987
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this guy, without the tentacle animation (only one dangles under his jaw, and in my earlier version, there were none at all), only moves using the standard Cyclops animation.
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#3988
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Interesting, but if we end up adding tentacles with an effect from the models of water elementals, we could remove them altogether to avoid unnecessarily increasing the polygon count and burdening the game. Added 6 minutes later. I should at least try attaching tentacles to the cyclops's head for testing.
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#3989
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......there's an interesting detail: the cyclops has unusual animations, or maybe the skeleton does. I applied a water element to it, and it grew several times in size.

You mentioned that the animations are small; perhaps that's how they're supposed to be, and the skeleton somehow enhances these animations.
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