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

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#4111
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look, I might be a bit annoying))) but I'm a complete beginner in modding Heroes 5, so I have to clarify – if I understand correctly, the animation file in Heroes is just a skeleton with movements, meaning the animation file doesn't need a model, right?

Added after 59 minutes
and can you send me the exported animation files? If I understand correctly, the export was done, but when viewed in the editor, the model glitches in most of the animations?
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#4112
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Pavlinho

and can you send the exported animation files? If I understand correctly, the export was done, but when viewing in the editor, the model glitches in most of the animations?
Hmm, I think the model glitches even in 3ds Max, so it didn't even get to the export stage.
I don't understand animation exports; Hanim seems to load animations onto a model with a skeleton and then converts all of this into a gr2 file, excluding everything except the animation, but I might be wrong.
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#4113
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Hmm, it seems the model is already glitching in 3D Max, so it didn't even make it to the export stage.
I don't know much about exporting animations. As far as I understand, Hanik loads the animations onto the model with a skeleton and then converts all of that into a gr2 file, excluding everything except the animation, but I might be wrong.
Why isn't my model glitching in 3D Max? Not a single animation?

Why (if that's the case) load the animation onto the model with a skeleton if I sent you the ready-made files...?
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#4114
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Pavlinho
Why isn't my animation glitching in 3ds Max? Not a single one.

If that's the case, why load the animation onto a model with a skeleton when I sent the files already prepared...?
Sorry, maybe I said something stupid. It's possible that the glitching is already happening in Maya, or maybe the problem lies in the export and import process. I don't know exactly where the issue is and at what stage, because I don't handle this myself.
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#4115
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Pavlinho
If I understand correctly, the animation file in Heroes is just a skeleton with movements, meaning the animation file doesn't need a model, right?
Not exactly, since the game uses animations in the Granny format, it is indirectly linked to the skeleton... and in some cases, the skeleton file (which is also in Granny format) can be changed... unfortunately, it rarely produces a good result; usually, there's always some distortion in the output, but this isn't due to Granny, but rather to the creators of the models/animations not adhering to the principles of universality (at one time, a respected person tried to explain to me why this game produces such results, but I don't remember the details anymore), although perhaps they didn't even have that goal, as they were creating them specifically for a particular model of a particular creature/character!
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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#4116
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Pavlinho
maybe VOWA will come to the forum, take a look, and maybe give some advice... I don't know how.
I think we should move the discussion to the "Guide on adding a new model, animation, and creature to the HoMMV game" topic for modding-related discussions, so as not to create unnecessary chatter in this topic. We can talk there 👌
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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#4117
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to avoid naming each unit according to the formula "ashy/fiery + [unit name]", we had to get creative – the ifrit became the infernal (but there were other plans for that name), and the upgrades received names derived from the Latin words for ash and fire.

SPELLS – the first unit casts combat spells: fireball and wall; the upgraded version has meteor shower and a large mana pool, and the alt-upgrade has ONLY the summon phantom ability.
and each of them has soul drain.
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#4118
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So, aren't the Inferno creatures just undead summoned to "life" by a dark wizard? ))))))
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#4120
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[email protected]
to avoid naming each unit using the formula "ashy/fiery + [unit name]", I had to get creative - the Ifrit became the Infernal (but there were other plans for that name), and the upgrades received names derived from the Latin words for ash and fire.

SPELLCASTERS - the first unit casts combat spells: Fireball and Wall; the upgraded version has Meteor Shower and a large mana pool, and the alternate upgrade only has Summon Phantom.
And each of them has Soul Drain.
Hooray, thank you!
Одна голова хорошо, а две - уже не красиво!
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#4121
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I'm slowly working on the mages. I couldn't find a balance between armor and robes, so I just put them in armor.

I tried making a model for the top of the staff. I made the models from SVG drawings, and it's a very inconvenient method; too much effort goes into optimization.

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#4122
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I hope the "злобоглаз" model is still needed?

If so, I've created an export. Here's the archive; it contains 2 folders with the model and skeleton (the export to the in-game format has already been done), and GR2 animation files (you'll need to convert them to the in-game format yourself; it shouldn't be too difficult). The animation files have names similar to those of the Cyclops, so it's clear which one does what; however, each animation file has the letter "g" at the end of its name. This is simply because the plugin threatened to rename something, and to differentiate the names, I added the letter...
I think I sent the texture earlier....

P.S. I tried to be careful, but there are 10 files, and I might have accidentally made a mistake in one of them. If something is wrong, let me know....
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#4123
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Yeah, and I forgot to attach the files to that message.
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#4124
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Hmm, just in case, I'm also attaching a Maya file, which is placed in the "complete" folder when you create a model and skeleton in the editor (this is the export).
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#4125
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Awesome 👍 the злобоглаз won't just sit around doing nothing, I'll first put it in an ncf file, and then in the Dungeon.

Added 3 hours 41 minutes ago
Pavlinho
yeah, and I forgot to attach the files in that message ))))))))
I'll try to work with these files, but xdb files would also be useful, because for example, the xdb file contains geometry that specifies how many textures will be on the model and what blocks the model consists of (for example, you can remove the Knight's shield and spear, or the horse, or the Knight himself, just by changing the numbers in the geometry), well, since there is an mb file, I'll try to restore the xdb files from it.

Added 8 minutes ago
I think I've fixed the geometry, I'm working on it further.

Added 38 minutes ago
Everything is great, the animations work, I'll post a recording later.

Added 45 minutes ago


YEEEEEEEEEEEEEEEEEEEEEEEEE, it all works, I'm happy) thanks Pavlinho, I won't make a fully functional unit right now, but I can post it here so that people can check it out or even do something with it.

Added 47 seconds ago
I'll tweak the effects later, the attack will be beautiful
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