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In reply to Pavlinho
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2 years ago
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Pavlinho
I went to the tutorial through the main menu... I'm not sure, I need to take a look. If it's a creature, it won't be a problem; I already know how to export it, considering all the pitfalls. But I don't know how to export a building yet.
Before exporting, the skeleton is removed from the model, and the model name is used instead of the global name.

Everything was ported correctly for me. I still think the problem is with the Maya file; the map editor can't connect to it.
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2 years ago
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strange model, shouldn't the terrain point be on the upper platform?
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2 years ago
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"""Granny file \New Objecthall.xdb#xpointer(\Model) contains more than 1 model, cannot proceed."""
look what the editor says when I try to export the building

Added 2 minutes later
fktifzobr@mail.ru
I think the model looks a little different in the game than in your editor.
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
strange model, shouldn't the ground point be on the upper platform?
Yes, the ground point should be on the upper platform. What's wrong?
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2 years ago
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BlueHeavenHero
In your hall.mb file, is the skeleton already removed? Because in Might & Magic: Heroes, I only know how to use the export/import function.
In reply to Pavlinho
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2 years ago
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Pavlinho
BlueHeavenHero
Is the skeleton already removed from your hall.mb file? Because I only know how to export/import in the editor.
I think so...
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2 years ago
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Hey everyone, is there a thread somewhere that discusses how to extract a building model from the game and then export it back into the game after some modifications? Even if it's just a brief overview.

So, the process would be: extract from the game, edit it, and then put it back in. The extraction and editing stages are fine, but the game doesn't seem to accept the model when I try to re-import it. Loading it with .mb doesn't create a skeleton in the editor, and simply replacing the file with an equivalent UID in gr2 format just makes the model disappear.
It feels like it's easier to import a random model from the internet, which is strange.

P.S. I'm exporting to gr2 from Maya 2006, using the default geometry settings, with the Global bone and coordinates set to 0. Before that, I convert it to wrl - obj - import into Maya. Up to Maya, everything seems to be working correctly, as far as I can tell.
In short, I was able to work with creature animations, fix them, replace files, and change the animations of existing units, but I'm stuck with buildings.
I've checked everything related to creature models, and I've also watched Mr. Estonets's guides on YouTube.
In reply to tgamev
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2 years ago
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tgamev
Hey everyone, is there a thread somewhere that discusses how to extract a building model from the game and then (after some manipulations) export it back into the game? Even if it's just a brief overview.

I mean, you extract it from the game, edit it, and then put it back in. The "extraction" and editing stages are fine, but the game won't accept the model back in. Loading it with .mb doesn't create a skeleton in the editor, and simply replacing the file with an equivalent UID in gr2 format just makes the model disappear.
It feels like it's easier to import some random model from the internet, strangely enough.

P.S. I'm exporting to gr2 from Maya 2006, using the default settings for geometry, with the Global bone and coordinates set to 0. Before that, I convert it to wrl - obj - import into Maya. Everything seems to be working correctly up to Maya.
In short, I was able to work with creature animations, fix them, replace files, and change the animations of existing units, but I'm stuck with buildings.
I've checked everything related to creature models, and I've also watched Mr. Estonets' guides on YouTube.
Check out Zahar's guide on exporting models from Heroes 7; he shows how to port a model by removing the skeleton and porting the skeleton separately from the model
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
Check out Zahar's guide on exporting models from the seventh game; he explains how to remove the skeleton and port the model, and how to port the skeleton separately from the model.

Thanks, I'll take a look.
2 years ago
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Hey everyone,
I haven't delved into Heroes of Might and Magic V for at least 10 years, but something made me want to revisit it. I have a few questions:
1) Does "Soldier's Luck" affect the chance to dodge "Empowered Arrow"? Am I correct in assuming that these mechanics are hardcoded into the executable and cannot be easily fixed as a bug?
2) Is it possible to change the skill level for spells cast through a passive ability? Specifically, I'm interested in "Curse" for the Spectral Dragons.
3) I feel like an idiot, but I can't seem to find where the starting spells for heroes are defined. I remember it being relatively easy to find, but I can't seem to locate it now. :(

Thanks in advance.
In reply to Lorian
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2 years ago
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Lorian
Hello everyone.
I haven't delved into the inner workings of Heroes 5 for at least 10 years, but something made me want to revisit it. I have a few questions:
1) Does "Soldier's Luck" affect the knockback effect of "Enhanced Arrow"? Am I correct in assuming that these mechanics are hardcoded into the executable and cannot be easily fixed as a bug?
2) Is it possible to change the skill level for spells cast by a passive ability? Specifically, I'm interested in the "Curse" ability of the Spectral Dragons.
3) I feel like an idiot, but I can't seem to find where the starting spells for heroes are defined. I vaguely remember it being somewhere easily accessible, but I can't seem to locate it right now.

Thanks in advance.
1) I don't know, I'm not familiar with the skills.
2) I'm not sure about this either. In DefaultStats.xdb, there are no settings for this ability. You can configure the magical attack of mummies/shamans (directly specify the spells and their mastery level), and you can change the numbers in the zombie attack debuff.
3) In the hero file for the map, for example, \MapObjects\Necropolis\Nemor.(AdvMapHeroShared).xdb, if you scroll to the very bottom, you'll see lines a little higher up that give the hero the Raise Dead spell
In reply to fktifzobr@mail.ru
2 years ago
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fktifzobr@mail.ru
2) Here again, I'm not sure. There are no settings for this ability in DefaultStats.xdb. You can configure the magical strike of mummies/shamans (directly specify the spells and their mastery level), and you can change the numbers in the zombie attack debuff.
3) In the hero file for the map, for example, \MapObjects\Necropolis\Nemor.(AdvMapHeroShared).xdb, if you scroll to the very bottom, you'll see lines a little higher up that give the hero the Raise Dead spell.
2) I checked DefaultStats first. And I was surprised that there was no setting for this ability there. As well as the debuffs from the Shadow Lord's whip, by the way. Well, there is, but there's only a setting for the magic parameter, and that's it, although I vaguely remember that it was somehow possible to configure this ability (at least the mastery level). Or am I misremembering?
3) Oh, right! Thanks! For some reason, I thought it was somewhere in GameMechanics.
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2 years ago
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To avoid creating new threads, I'll ask the question here.

What needs to be relinked and corrected, and in which files, for a complete creature ID replacement?

Specifically:
I am swapping the Yeti and the Goblin (regular), because the "Mercenaries" skill (Goblin help) is linked specifically to the regular goblin's ID (and upgrades if they exist); if there are no upgrades, it works only for the Goblin.
The goal: Since "Mercenaries" is a neutral unit, I need to remove the original goblin from the Orc castle by completely replacing it with another free creature.
At the moment, I have made relinks within the creatures themselves (where their stats and other data are) and similarly replaced them in the Draplins (town buildings).
Outside of town, everything seems fine, and since all upgrades are available to me, I believe I set the ID correctly. However, if I enter the recruitment screen in town, the game crashes.



smile45
Basically, the question is — what did I forget and where?!
*and for accuracy, if anyone knows, please specify the correct original name of the Yeti, something like "CREATURE_???"
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In reply to Azmadon
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2 years ago
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Ismail
To avoid creating new threads, I'll ask my question here.

What and in which files do I need to rebind and correct for a complete creature ID replacement?

Specifically:
I am swapping the Yeti and Goblin (regular), because the "Mercenaries" skill (Goblin Assistance) is tied to the specific ID of the regular goblin (and upgrades if any). If there are no upgrades, it works specifically only for the Goblin.
Task: Since "Mercenaries" is a neutral unit, I need to remove the original goblin from the Orc Castle and completely replace it with another available creature.
Currently, I have made rebinding changes in the creatures themselves (where their stats and other things are located) and similarly replaced them in the Dwelling (city buildings).
Outside the city, everything seems normal, and since all improvements are available to me, I think I set the IDs correctly. But when I go into the city and try to hire - the game crashes.

Attachment 73158Attachment 73159

smile45
In general, what did I forget?!
*And just to be sure, those who know, please clarify the correct name of the original Yeti, like "CREATURE_???"
You forgot to change the mapobject of the goblin.

I think it's crashing simply because of an error in the city building file; maybe you accidentally removed an extra character or added an extra line.

Or maybe it's crashing because of the yeti; that is, there is some kind of error in it.

P. S.
You didn't list something else that is tied to goblins? - special Keegan, abilities for eating goblins, sacrificing goblins, now on maps in garrisons with pre-placed goblins, there will be goblins instead of yetis

Added after 3 minutes
CREATURE_SNOW_APE, I think, but check it
In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
You forgot to change the mapobject for the goblin.

I think the game crashes simply because of an error in the city building file; maybe you accidentally removed an extra character or added an extra line.

Or maybe it crashes because of the Yeti; there might be some error in its code.

P. S.
You didn't list everything that's also tied to goblins. What about Keagan's special ability, the goblin-devouring ability, and goblin sacrifices? Also, now, on maps with garrisons that have goblins already stationed, there will be goblins instead of Yetis.

Added 3 minutes later
CREATURE_SNOW_APE, I think; you should check that.


Only "CREATURE" was changed in the building; you need to check your version – that might be the reason.

I didn't list the other abilities to avoid unnecessary text.
*Keagan's special ability is now "Master of Mercenaries" – it works normally, as does everything else. It's all simply tied to "a regular goblin and all its subsequent upgrades, if any."
*For example, goblin sacrifices, in addition to the customizable mana coefficient (which can actually be zero), also have a buff to attack and defense (and morale), which stacks several times, and all of this can also be customized for specific values. I was considering implementing such a mechanic for some of the "Dark Dawn" creatures – for example, Liches, who could sacrifice mercenaries and increase their ATK/DF by (+5), and this could stack up to 5 times (as an option)

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