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Posts from Guide on adding a new model, animation, and creature to HoMMV

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#445
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Pavlinho
I need your help; I'm creating a text file as a guide, listing which animation follows which, the starting and ending frames, etc., using the Cyclops as an example. I just can't figure out the RANGE animation. What is it, and what does it do? I also can't find the starting point for this animation; the pose in the first frame of the RANGE animation doesn't match any other animation...

Added 16 minutes later
No, I think I found it. RANGE is a smooth continuation of the special ability animation, not the one where the Cyclops eats the goblin, but the second one; I don't remember what the Cyclops does in that one... maybe he throws the goblin?
Throwing the goblin is very interesting. First, the ability animation plays – it's used on the goblin, so the Cyclops turns to face it, and then the throw – the Cyclops turns to face the enemy and throws the goblin. The animation is divided so that the Cyclops locks onto different units; this may be a way to work around an engine limitation
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#446
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fktifzobr@mail.ru
throwing a goblin, that's very interesting) first, the ability is played - it's used on the goblin, so the cyclops turns to him, and then the shot - the cyclops turns to the enemy and throws the goblin; the animation is broken so that the cyclops locks onto different units; perhaps this is how the engine's limitation is bypassed.
Ah, that's why it's broken up... I understand... well, in the case of the yeti, it probably won't be useful, as the yeti isn't a ranged attacker.
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#449
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fktifzobr@mail.ru
Throwing a goblin is very interesting. First, the ability is played – it’s used on the goblin, so the cyclops turns to it, and then the shot – the cyclops turns to the enemy and throws the goblin. The animation is broken so that the cyclops locks onto different units; perhaps this is a way to work around an engine limitation.
But if anyone is interested, regular cyclops also have a shooting animation in the files. And it’s already seamless. It’s as if he pulls something out of the ground in front of him and throws it at the enemy. I used this animation for one of the Cyclops upgrades in my mod (There, Cyclops transitioned to Tier 7 for the Elves 😁).
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#450
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A question with a specific example.
Does anyone know how to add/remove "individual" creature animations? (Such as the animation/model for the Ancient Ents' Burrow ability, the death animation for skeletons and bone dragons)
The problem is that when adding a particular animation to a creature, it uses its model and skeleton, and I haven't found a way to "bypass" this.
1) In my case, I'm giving Angels the "Strike from Above" ability. But since they don't have a suitable "logical" attack animation from the air (and this ability performs it while "standing on the target"), I want to use the animation for Blood Vengeance (falling sword). But then the question is - how do I remove the Angel from that animation?
2) At the same time, I recently replaced the Undead with Tier 7 creatures, instead of dragons. But even though I changed their animations, after death, the bones of the bone dragons still appear, i.e., there is a link to this animation, and the effect works differently.
*) So, the question is, how do you change/add these kinds of "individual" animations/states for creatures? (and is it even possible?)
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#451
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Ishmael

1) In my case, I give the Angels "strike from the heavens". But since they don't have a suitable "logical" Air Attack animation (and this ability performs it directly "standing on the target").
well, there are no animations, so where would new ones come from? the angel has neither a takeoff nor a landing, so either live with it, or learn to make animations, or find some workaround, sorry if my speech seems rude, I'm on edge today, and I can't be bothered to pick softer words
Ishmael
I want to use the Vengeance animation (falling sword). But then the question is — how do I get rid of the Angel himself in such an animation?
the terms here are wrong — Vengeance is not an animation but an effect in this case, it can be attached to the angel's animation, but the angel won't disappear — for it to look like what you described, you'd need an animation where the angel is hidden underground, and there's no such thing, so you can forget about it

I worked around this in my own way, it was a knight with a sword (not a vampire), the unit teleports with a black flash, for that I made an effect and sped up the animation... seemed nice... he quickly raises his sword and gets covered by a black blotch and teleports, strike from the heavens is the same thing, but with a really wild speed-up, he lingers on the enemy's model for a split second and then again with a black flash, so that the knight doesn't run out of the enemy on his own two feet, he basically moves by teleport
Ishmael

2) At the same time, not long ago I put Liches on T7, replacing the Bone Dragons. But even if I changed their animations, after death bones of the Bone Dragons fall out of the liches, i.e. it turns out the reference to this animation and effect work differently.
that's a simple question, you replaced the dragon's model and its animations, but didn't look into CreatureVisual

\GameMechanics\CreatureVisual\Creatures\Necropolis\Bone_Dragon.xdb
here's its contents, I've highlighted the line responsible for the death model
Header<?xml version="1.0" encoding="UTF-8"?>
<CreatureVisual ObjectRecordID="1001205">
    <CreatureNameFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon.txt"/>
    <CreatureAbilitiesFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon_Abilities.txt"/>
    <DescriptionFileRef href="/Text/Game/Creatures/Necropolis/Bone_Dragon_desc.txt"/>
    <Icon href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon.xdb#xpointer(/Texture)"/>
    <Icon32 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_32.xdb#xpointer(/Texture)"/>
    <Icon64 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_64.xdb#xpointer(/Texture)"/>
    <Icon128 href="/Textures/Interface/CombatArena/Faces/Necropolis/ico_BoneDragon_128.xdb#xpointer(/Texture)"/>
    <AnimCharacter href="/Characters/Creatures/Necropolis/BoneDragon.(Character).xdb#xpointer(/Character)"/>
    <DeadCharacter href="/Characters/Creatures/Necropolis/BoneDragon_Death.(Character).xdb#xpointer(/Character)"/>
    <AnimShot/>
    <SummoningEffect/>
    <DamageEffect href="/GameMechanics/CreatureDamage/Necro_Hits2.xdb#xpointer(/CreatureDamage)"/>
    <TeleportingMove>
        <Use>false</Use>
        <StartEffect/>
        <FinishEffect/>
    </TeleportingMove>
    <Win3DView/>
    <MountPoint>
        <x>-0.324112</x>
        <y>-0.0439671</y>
        <z>1.19451</z>
    </MountPoint>
    <MountBone>Neck_1</MountBone>
</CreatureVisual>


for some zombie this line is written differently, without a reference to the model, this is needed for complex models that break apart into pieces after death

and rooting is hardcoded in the engine, only one creature can root
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#452
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fktifzobr@mail.ru
Well, there are no animations, so where would new ones come from? The angel doesn't have a takeoff or landing animation, so you either have to live with that, learn to create animations, or find some other workaround. I apologize if my words seem harsh; I'm just a bit on edge today, and I can't be bothered to find softer phrasing. Also, the terminology is incorrect here – "revenge animation" isn't an animation in this case, but rather an effect. You can attach this effect to the angel's animation, but the angel itself won't disappear. To make it look the way you described, you'd need an animation where the angel is hidden underground, but there isn't one, so you'll have to forget about that.

I came up with my own solution. It involved a knight with a sword (not a vampire). The unit teleports with a black flash. To achieve this, I created an effect and sped up the animation. He quickly raises his sword, a black spot covers it, and he teleports. The "strike from the sky" works the same way, but with even more extreme acceleration. He pauses on the enemy model for a split second, and then there's another black flash. To prevent the knight from simply walking out of the enemy, he teleports. This is a simple solution. You replaced the dragon's model and animations but didn't check the CharacterVisual.

I apologize if my question wasn't clear. In general, you've stated what I already know.
*) The clarification regarding the terms isn't entirely logical because, in the context of "using the Revenge Animation (falling sword)," the question is, "How do I get rid of the angel in that animation?" The word "animation" was used in different meanings. Sometimes it referred to the effect itself (animation - an animated effect/what should happen), and sometimes it referred to animation as a term.

Regarding the dragons, thank you. I'll take a look (at that). But the main question is whether it's possible to do something similar for other units that don't have it initially.
I do most of my animation and texture work through the Map Editor. This way, one map is responsible for all visual changes, except for the original textures, which, of course, need to be extracted/added from/to the "Data."
This means that Bone Dragons have two states/animation sets (Bone Dragon Arena and Bone Dragon Dead). But this only applies to units that are falling apart. Ancient Ents have a similar phenomenon. When any unit uses the rooting ability, the model of a Buried Ancient Ent appears. And while buried, it uses different animations. So, I was interested in the possibility of transitioning between animation sets and models (different unit states). Is it possible to implement this independently, or is it all hardcoded into the "game code" and not currently feasible?

Your idea with the knight might work. I'll need to review all the animations with disappearance or "broken" animations and add the effect from the spell I need. (I just remembered how I solved the problem with the "corpse underfoot." This is when you give the Phoenix Resurrection ability to a creature that has a corpse after death. This corpse continues to drag behind the creature. The solution was to take the effect from Gnome Dragons and add some effects – it doesn't look strange at all... "disappeared - resurrected." There's no corpse because it disappears.

*) The problem with the angels is only in the landing. You can create the flying animation, but for the attacks from the sky, if you want to make it look good and without workarounds, you'd need a separate animation set – without the angel model.

Added 14 minutes ago
[quote=fktifzobr@mail.ru

for some zombie, this line is recorded differently, without a reference to the model; this is needed for complex models that fall apart into pieces after death

and the rooting is hardcoded into the engine; only one creature can be rooted[/quote]

But I understand this is more of an answer to my question.

The ent burial is inaccessible, and we haven't figured out how to add something similar yet. :(

And the fact that Skeletons have it doesn't answer the question. Because it's only used for death animations (but I'll try to test something else).

Thank you for your answer.
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In reply to Azmadon
#453
Thanks to the tutorial, I can finally import models from another game (WoW) !

But I encounter a serious issue with the animations : I can import it in H5 and link it to the model, but the unit will always be turned (it looks at the right instead of front).
Changing the anim or model angle in 3DS has no effect, tried several times...

Could anyone help, please ?
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#454
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Sylannh
Thanks to the tutorial, I can finally import models from another game (WoW)!

But I encounter a serious issue with the animations: I can import it into H5 and link it to the model, but the unit will always be turned (it looks to the right instead of facing forward).
Changing the anim or model angle in 3DS has no effect; I've tried several times...

Could anyone help, please?
Hmm, the problem is solved, but my posts on this subject may be in different topics... Can I take a screenshot?

Added after 2 minutes
https://forum.heroesworld.ru/attachment. ... 89707385

and, in the same topic, my picture shows where to uncheck when exporting animations

Added after 1 minute
in another topic, then, my ideas about setting up programs for scales / proportions ..... and here - in this topic - information on animation
In reply to Pavlinho
#455
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Pavlinho
hmm, the problem is solved, but my posts on this subject may be in different topics... Can I take a screenshot?

Added 2 minutes ago
/attachments/70195/>
and, in the same topic, my picture is where to uncheck when exporting animations

Added 1 minute ago
in another topic, then, my ideas about setting up programs for scales / proportions ..... and here - in this topic - information on animation

Thanks a lot! Actually, I solved it like 5 minutes after asking; I just unchecked "move to origin" in Maya export, no problem!

Now there's another thing: the move animation.

H5 units go from back to front while using the move animation, and I must artificially add this motion in 3DS or Maya. I played some time with the "motion path" and "motion trail" tools, but the unit still remains in its place...
I guess the answer isn't hard to find, however
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#456
Sylannh

Thanks a lot ! Actually I solved it like 5minutes after asking, just unchecked "move to origin" in maya export, no problem !

Now there's another thing : the move animation.

H5 units go from back to front while using the move animation, and I must artificially add this motion in 3DS or Maya. I played some time with the "motion path" and "motion trail" tools, but the unit still remains on its place...
I guess the answer isn't hard to find however
to be honest, without a video, and maybe a file, it's hard for me to understand the problem...
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#457
Pavlinho
to be honest, without a video, and maybe a file, it's hard for me to understand the problem...


Nevermind, figured it out quite fast as well. I just need some 3ds training :)
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#458
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I accidentally deleted a texture, and the Dungeon creature's sword turned black with white squares. What should I do?
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#461
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Ron54
Yes...
Without unzipping, simply double-click to open the archive, and do the same with the game file. Copy using Ctrl+C and paste using Ctrl+V into the data folder. This way, the date and time on the file won't change.
The archive contains a folder with two files: the texture itself and its text-based xdb file. Copy only what you deleted to avoid replacements.
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