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.
Posts from RTF is a global modification that replaces all towns in the game.
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Do we need Ashan?
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?
I don't understand why this happens. And does it only affect the hands and face? Does nothing disappear in the game itself?
I think we need to optimize the face and hands in Polygon Cruncher to reduce the polygon density.
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.
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.
Hey, can you now remove thrones and hair directly in the editor, without starting from Maya? Or do you still need to re-export?
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.
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
I still couldn't find this dwarf test geometry.
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?
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?
and if you have time, could you show me a picture in the editor of just the face model (face, hands, and knees)?
as luck would have it, my licenses for both Mayas expired.....ughhhhh, what a mess.......okay, tell me, in this file, is the whole model intact?
and if you have time, could you still show a picture in the editor of just the face model (the face, hands, and knees)?
I don't use the ninth Maya, so I exported your model from Blender to obj format split by materials, got 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, its shadows are broken, but that's an export bug from the fifth game
*removed the attachment so this post wouldn't show up as a mod in the forum search