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

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In reply to Pavlinho
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2 years ago
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Pavlinho
you sent a screenshot from the editor, and there's some kind of game file that can be placed in the map editor (I forgot what that export is called) - here it is, I'll put it in my editor and take a look.
This is a model; I'll attach it to an object on the map and place it on the map so you don't have to mess around with the index.bin file.
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2 years ago
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Here is the map; the scale is slightly different, but the result is similar, only the sleeves and arms are more intact.
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2 years ago
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I don't understand why this is happening. And is it specifically the hands and face that disappear? And nothing else disappears in the game itself?

Added 14 minutes later
Look, can you now remove thrones and hair directly in the editor, without starting from Maya? Or do you need to re-export?
In reply to Pavlinho
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2 years ago
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Pavlinho
I don't understand why this happens. And does it only affect the hands and face? Does nothing disappear in the game itself?
No, the model is corrupted during import. I extract it from Heroes, and it turns out like this, so it will be like this everywhere.

I think we need to optimize the face and hands in Polygon Cruncher to reduce the polygon density.
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In reply to fktifzobr@mail.ru
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2 years ago
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fktifzobr@mail.ru
No, the model actually gets corrupted during import. Here, I'm extracting it from Heroes, and this is what I get, so it will be like this everywhere.

I think we need to optimize the face and hands in Polygon Cruncher to reduce the polygon density.
Damn, does the editor crash the model because of the high polygon count? And is it the same mess in the game? It's just not very visible in the picture...
P.S. I doubt Polygon Cruncher will automatically do a good retopology.

Added 1 minute ago
P.P.S. And look, in the first screenshots, part of the throne was missing; did you do something with it later, or not? Because now it's displayed completely.
In reply to Pavlinho
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2 years ago
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Pavlinho

Hey, can you now remove thrones and hair directly in the editor, without starting from Maya? Or do you still need to re-export?
Yes, you can. You need to go to the object on the map, then to the model, then to the model's geometry, and open the hidden elements (right-click, Show Hidden button)? New lines will appear; there are 16 items in MaterialQuantities with a value of 1. If you change any of them to 0, that part will disappear. Below, there's a similar thing with the names of the meshes corresponding to these ones, but everything related to the dwarf woman was named incorrectly, and I just entered random names, so you'll have to find the hair by trial and error.
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2 years ago
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I still couldn't find that dwarf test geometry.
In reply to Pavlinho
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2 years ago
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Pavlinho
Damn, so the editor crashes the model because of too many polygons? And the same mess happens in the game? It's just not very noticeable in the picture...
P.S. It's unlikely that Polygon Cruncher will automatically create a decent retopology.

Added 1 minute ago
P.P.S. And look, in your first screenshots, even part of the throne disappeared; did you do something about it later, or not? Because now it's displayed completely.
The floor issue was my mistake; I quickly enlarged the model but didn't center it, so the floor went underground.

I used the cruncher when I was extracting the faces of the witches from Warcraft.

The larger the model, the less chance that polygons will disappear; I loaded a large model into the game.

It's not clear what exactly it depends on. For example, I worked with swords from Grim Age - there are few polygons, but triangles disappeared on the chips. What's the problem? I decided that the problem is that on the texture map, these triangles are compressed to the size of a single line.

Most often, fangs and spikes are damaged, which have many small polygons at the end; also, faces, where areas may disappear at the corners of the mouth, transitions between the eyes and eyelids, polygons in the nostrils, etc., in general, everything that is small
In reply to Pavlinho
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2 years ago
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Pavlinho
I still couldn't find this dwarf test geometry.
You need to go into the object on the map; the editor doesn't remember the models we create.
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2 years ago
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Let me check... so, is it possible that the editor simply merges nearby points? Points that are very close to each other? Well, not merges, but collapses them?

Added 5 minutes later
Phew, I don't have that button on my panel; maybe it needs to be configured somehow. Okay, forget about this editor. Can you get the final file from Maya before loading it into the editor?
In reply to Pavlinho
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2 years ago
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Pavlinho
I'll take a look... so, is it possible that the editor simply merges nearby points? Points that are very close to each other? Well, not merges, but collapses them?
I think that it's the triangles that disappear. As far as I remember, one of the units ported from Heroes 7 had one triangle missing on the helmet, in the eye slit.
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2 years ago
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and the UV map isn't relevant here... it's just that part of it will be filled with a texture, and part will be an empty model, but without an alpha channel, the polygons shouldn't disappear... and I haven't even made the UV map yet.
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2 years ago
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Here is the mesh file for loading into the game, but you need to enter "Test" instead of "Global" when loading it.
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2 years ago
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as if on cue, my licenses for both Maya have expired... ugh, what a mess... okay, tell me, is the entire model intact in this file?
and if you have time, could you show me a picture in the editor of just the face model (face, hands, and knees)?
In reply to Pavlinho
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2 years ago
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Pavlinho
as if on cue, my licenses for both Maya versions have expired... ugh, what a mess... okay, tell me, is the entire model intact in this file?
and if you have time, could you show a picture in the editor of just the face model (face, hands, and knees)?
I don't use Maya 9, so I exported your model from Blender to the obj format, separating it by materials. It resulted in 16 pieces, which I combined into a group called "Test" and loaded into the game.

Here are the screenshots, and also an archive with the model extracted from Heroes. It has broken shadows, but that's a bug from exporting from version 5.

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