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

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#4307
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I am, of course, shocked by the export to the game. I thought I did everything based on the example of the Gloomfang... Aha, now I see, remember that translating to Maya reduced the animation length? So, now I see that the length remained... and I probably didn't export the frames correctly... It seems that I need to check every little thing 10 times...

Added 27 minutes later
Ron54
The demon with the yeti's head and textures was in the "Wintrial" model.
How nice it is when there is a picture that you can click on, enlarge, and examine in detail what is depicted on it!!!! ))

Added 49 minutes later
I just had an idea... I need to set the same settings in Maya as in 3ds Max... in particular, the FPS system, NTSC 30, and not film 24, then, I have inches, and in Maya, centimeters (by default) - so that I don't have to switch every time when exporting... I think this should work... Oh, and also the axis setting... in 3ds Max, I think I have Z-up, and in Maya, Y-up, that is, the Y-axis points upwards... and probably I won't have to flip the model every time, as in the tutorial... in general, I will try to change it and check... then I will write.
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#4308
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Well, here it is )) the first animation - movement - but instead of the animation, it's an idle animation in the editor...
In principle, I was right. If you configure Maya the same way as 3ds Max (or the editor in which you create the model/animation), that is, the units of measurement, the direction of the axes (whether the Z or Y axis points upwards), and the frame rate - 24 frames or 36 frames... then, when exporting to FBX, you need to make sure that the "correct" axis is set as the upward axis, according to your 3D editor settings...
And finally, our famous Granny exporter to the game format... you need to uncheck the boxes as I wrote in the neighboring topic, and also uncheck the "move to origin" box so that the model doesn't flip in the map editor, but moves the same way as in the 3D editor...

Added after 47 minutes
Ahahaha... I got a little confused... my Yeti turned out to be Godzilla ))) it's 2-3 times bigger than the Titan.....

Is it possible to change the scale of a creature in the editor? so that I don't have to redo it in 3D...
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#4309
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here are the files exported in the game format...model and animation....I checked everything in the editor, I just didn't record a video, it seems everything works, but I checked it on the "IDL" animation in the test package.
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#4312
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[email protected]
Tell me, did I miss something? The Yeti turned out to be huge... In the map editor, can you change the scale so you don't have to redo the export?
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#4313
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Oh, darn, I missed all the messages with the yeti export; I'll get to them tomorrow.

And today, I finished the hero gnomes.
I tested the gnomes in the game a bit: they look just as good in action as they do in the screenshots. It might seem like a small detail, but I liked that each hero has a unique symbol on their bear armor. I only noticed one thing so far: in Taglim's biography, it says "priests of chaos" instead of "priestesses of chaos" in the specialization section.

Сценарии:
"Холм мертвецов"
"Священное древо"
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#4314
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Oh, darn, I missed all the messages with the yeti export, I'll get to them tomorrow.

And today, I finished the hero gnomes.
Awesome!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Pavlinho
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#4315
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Pavlinho
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Tell me, did I miss something? The Yeti turned out to be huge... Can you change the scale in the map editor so you don't have to redo the export?
Damn, no, you have to redo the export.

I think it's enough to reduce the animation.

Added 1 minute ago
IchGViji
I tested the dwarves a bit in the game: they look just as good in action as they do in the screenshots. It seems like a small thing, but I liked that each hero has a unique symbol on their bear armor. I only noticed one thing so far: in Taglim's biography, it says "priests of chaos" instead of "priestesses of chaos" in the specialization section.
Lol, it happens, I'll fix it later.

Added 8 minutes ago
And the drawings on the armor are already a tradition) the light dwarves and cultists also have different drawings on their flags, so that any color looks nice, and not just one, like it was with the griffin on the turquoise flag.

Added 9 minutes ago
Absolutely, when Zakhar was making the Naga, he made a large model and small animations, so it's worth trying to reduce the animations
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#4316
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I think that's a normal growth rate, right? If a Yeti stands on two legs, it's taller than, for example, an Elf...
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#4319
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[email protected]
yes, good progress, but the model has issues - the textures are not displaying correctly.
Show us a screenshot... what could possibly be wrong? I haven't changed anything about the model.
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#4321
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I fixed it; there's a bug in the game where, when you extract a model, the texture shifts -1 along the Y-axis. I'm not an expert in this, so I mirrored the texture vertically (an old, reliable method). It's now flipped, but it displays correctly. Strangely, based on the files you sent, the skeleton seems to be ported correctly for you, but it doesn't work for me. I ported the model without a skeleton, but it fits your skeleton properly.
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