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Posts from RTF is a global modification that replaces all towns in the game.Auto-translated
I fixed it; there's a bug in Heroes where, when you extract a model from the game, the texture shifts -1 on 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, your skeleton was ported correctly. Mine isn't being ported (I ported the model without a skeleton, but it fits your skeleton properly).
Great that the texture issue is resolved.
But honestly, I didn't understand anything about the skeleton and model. Everything works for me; the updated animations are scaled.
but honestly, I didn't understand anything about the skeleton and model ))) everything works for me, the updated animations are just scaled...
well, never mind, the point is - I have some kind of weird thing going on, I don't know why I managed to port the model and it fits on the skeleton, it's a miracle.
Well, never mind, the point is that I have some kind of issue, and I don't know why I managed to port the model and it fits the skeleton; it's a miracle.
Yeah, the main thing is that it works... Could you, if it's not too much trouble...? If you implement the Yeti into the game, could you record a video, maybe in the editor, so everyone can see all the animations and how it works? I'm especially interested in the moments of transitioning from one animation to another... and how the walking works, you know, when it's standing still and then starts moving – is the transition smooth or not...?
P.S. In theory, everything should be fine, but there might be some nuances – like how to properly save the animations, with or without a zero frame, etc.
Looks like everything turned out well; I don't want to record a video because I'm afraid of lag, so I'm uploading a test version of the Yeti. In this version, the Yeti replaces the Peasant, so you can test it on any map for the Haven faction.
if you want to upload new animations yourself, then
C48841EA-CF3B-4FC6-A72C-0AA67EB22190 is stir00 64FF6D92-2B3E-40DF-A48E-E1C022E9E2F2 is move 75683643-EEF0-4E88-BF2D-81282B84AE25 is idle00 6DE3B499-A12E-453C-9806-24BD82F0FAE4 is hit B74B798A-8049-4F67-9E5B-05F526245D23 is happy 24CFB682-E92F-408B-88FE-3499C40C26A3 is death 05BF7325-117C-4D70-8E42-DCB853BB1DD8 is attack00
Added after 47 seconds of course, you will need to adjust the new move so that it doesn't twitch.
It seems everything turned out well; I don't want to record a video because I'm afraid of lag, so I'm uploading a test version of the Yeti. The Yeti replaces the Peasant in this version, so you can test it on any map for Haven.
Your Yeti is huge! Did you use the correct animations? From my latest archive?
I'll record a video and upload it... but I don't remember, how do the basic creatures' animations transition into each other? For example, you hover the mouse over a Cyclops, the STIR animation plays, and then while it's moving, you click attack - does this cause a sudden interruption of the STIR animation and the attack begins?
I'll record a video and upload it... I just don't remember how the animations of basic creatures transitioning into each other work. For example, you hover the mouse over a Cyclops, the STIR animation starts, and then while it's moving, you click attack - does it abruptly interrupt the STIR animation and start the attack?
Yes, the STIR animation will be interrupted; the game doesn't wait for the animation to finish, but I don't see anything wrong with that. In the fifth game, all the animations are very dynamic (compared to some ports from the seventh game), so I don't pay attention to it.
The most jarring animation interruption I've seen was related to the Hit - the Beast and the Shaman deal a series of blows, and each swing of the knife restarts the hit animation. I think it was removed in 3.1, or maybe it didn't work in 3.0, but some mods with their own engine, like NCF, either have or don't have this mechanic.
Added 10 minutes later Pavlinho
Ah, you need to adjust the MOVE, right? To prevent "slipping," right?
Well, it's more like "scanning" than slipping. If the move itself is made without slipping, then everything will be fine.
In the xdb file of this animation, there is a line like: 8.45 - the number in it is the distance that the unit must travel; there were ways to calculate this somewhere in the export topic, but I just adjust the number in the map editor. If the number is small, the unit will jump forward at the end of the animation, and vice versa
fktifzobr@mail.ru The movement needs to be sped up!!! There are some glitches!!! But add speed very carefully....
P.S. Now, the normal Yeti will load – I noticed in some TRANSITION between animations, there's an idiotic movement of the right hand; I still don't understand where it comes from.... it's as if there's a transition between some animations.... or the end/beginning of some animation is played at a random time between other movements...
Added 1 minute ago
Well, since I don't know about the transitions in Heroes 5..... in general, I think it turned out great....
Added 2 minutes ago fktifzobr@mail.ru Well, the "glitch" is more like a "scan," if the move itself is made without any glitches, then everything will be fine.
I probably won't agree with that – in 3ds Max, I don't have any glitches... and if I change the distance that the Yeti travels in one step, then we'll see glitches, as if it's walking on ice..... so I was adjusting the distance there
Added 1 minute ago P.S. Ah, wait, didn't we want the Yeti to move 4 squares????
fktifzobr@mail.ru The movement needs to be sped up!!! There are some glitches!!! But increase the speed very carefully....
P.S. Now, the normal Yeti will load – I noticed in some TRANSITION between animations, there's an idiotic movement of the right hand, and I still don't understand where it comes from.... it's as if there's a transition between some animations.... or the end/beginning of some animation is played at a random time between other movements...
Added 1 minute ago
Well, since I don't know much about transitions in Heroes 5... overall, I think it turned out great....
Added 2 minutes ago fktifzobr@mail.ru Well, the "glitch" is more like a "scan," if the move itself is made without any glitches, then everything will be fine.
I probably wouldn't agree with that – I don't have any glitches in 3D Max... and if I change the distance that the Yeti covers in one step, then we'll see glitches, as if it's walking on ice..... so I was adjusting the distance there
Added 1 minute ago P.S. Ah, wait, didn't we want the Yeti to move 4 squares????
The awkward paw movement appeared unexpectedly – it's a transition from various animations to the middle of the idle animation (when the Yeti moves its paw), meaning that in more than half of the cases, this movement is absent because the transition occurs at other moments when the paw is on the ground.
The glitch is minimal; I only noticed it in the second battle because I was looking closely. I think we can leave it as is.
Well, we wanted it to move 4 squares, but 1 square is also good)
Wow, so it turns out that the awkward paw movement is due to the IDL? Is what I did similar to how a Yeti moves its paw upwards? And do other basic creatures have this animation?
P.S. To make it move 4 squares, do I need to slightly increase the size of the creature, i.e., re-export it?
Added after 53 seconds P.S. The slipping is VERY noticeable – it definitely needs to be removed, otherwise it just looks sloppy.
Added after 6 minutes fktifzobr@mail.ru My bad! I'm blaming you – but I looked in my 3D Max and the feet are slightly slipping! Haha, what an idiot I am – I looked at it 100 times and still didn't notice.
Wow, it turns out to be a stupid paw movement – is it because of the IDL? Is what I did similar to how a Yeti moves its paw upwards? And do other basic creatures have this?
I can't say about other creatures, but it's likely that they do. For example, a Cyclops moves its head from left to right, which means there should be a stupid head movement, but I don't know, I haven't paid attention. Pavlinho
P.S. The slipping effect is VERY jarring – it definitely needs to be removed, otherwise it's just a shoddy job.
So, for example, a unit puts its paw down, and that paw slides forward? Is that what you mean by slipping? I don't know how to fix this other than by re-exporting the animations. Pavlinho
P.S. To make it move 4 squares, you need to slightly increase the size of the creature, i.e., re-export it?