Without extracting, just 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.
Posts from Guide on adding a new model, animation, and creature to HoMMV
Here's a little something for you.
Hello. I'm interested in converting models from Heroes of Might and Magic 5 to Warcraft 3. I'm having some difficulties getting model animations with Noesis and I don't know how to find out the animation for a specific unit.
Using Archangel I extracted the model of some archmage. So, how do I find out the animation file name for it and how can I rip it with the animation using Noesis for opening in Blender with animation.
Can you help me here or get in touch on Discord. I'd be very grateful for your help, dear folks
....
the problem with Heroes 5 is that it's a mess there....
okay, if you have trouble finding animations, there's one dumb way - look at the animation of a creature from a mod, yeah, some footman and Banneret have the same animations and even the model, even though it seems like it's a new unit
so, comrade Psatkha's creatures have a standardized file structure, so if you need an animation you always have to go into the \Characters\Creatures\Neutral\H5A0\ folder
well, let's say there's a file Banneret-arena-attack01.xdb there, in it the fourth line is <uid>B2C850DF-75C7-45F7-A8F5-015D8CD89E0D</uid> - copy the red part and search in data.pak, that's the attack animation
of course this method has a downside - some creatures may have "different" animations, for example a shot instead of using an ability, this applies to gremlin saboteurs - instead of repairing they have a flame strike
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method #2 - use the Remake mod, there's a huge downside here - in this mod some creatures are replaced, but this mod still has a clear system
first you go into Remake\Town\ - there are 10 folders there, you go into the one you need, let's say we need a druid
\Remake\Town\Sylvan\Creature\Creatures-4 - there, all creatures are in their own folders and everything related to them is collected there
the only thing I don't like is that sound files are lying next to the animations, which get in the way
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okay, let's say you really need to find creature animations in data.pak
for example because the Remake mod replaced gargoyles, or let's say the author is a fool - for all druids he uses one set of animations of the unupgraded druid, even though the elder druid has one unique one
let's start with gargoyles
in data.pak we go into \Characters\Creatures - there are faction folders there (yes, some of these folders have many, for example the human alt grade lives separately)
we need gargoyles
EVERYTHING BELOW APPLIES TO ORIGINAL GAME CREATURES WITH RARE EXCEPTIONS
we go into Academy - there's a file StoneGargoyle.(Character) there, but there are no animations... a normal person will tell you that in Character you can find the path to the animation set, so you need to open it, blah-blah-blah
we're not suckers - we ignore the file
we know that the animset is in \_(AnimSet)\Creatures\Academy (there are folders for other factions too) - gargoyle files are there, we're lucky
but for example the footman doesn't have all animations there - his animations are in _(BasicSkelAnim)\Creatures\Haven\Swordsman
AND NOW LET'S TALK ABOUT DWARVES, ORCS AND ALTERNATIVE GRADES
the Nival folks gained experience and started putting animations and the model into one folder
let's say we need a dwarf berserker, that's the \Characters\Creatures\Dwarves folder, the T4_Dwarf folder, the berserker's animations are called Berserker-arena-{animation name}, and the brawler's are Brawler-arena-{animation name}, with orcs it's simpler, their units have a,b,c markings, and almost always it's unupgraded, grade and alt-grade, only the shaman b and c seem to be mixed up
ALTERNATIVE GRADES
they have a separate folder inside the folder with the main units (but not the red Haven, Haven is in Characters\Creatures\Renegades)
elves for example are in \Characters\Creatures\Rampart\AlternativeUpgrades, but here's the catch, elves are also in the Preserve folder, there's also an AlternativeUpgrade folder there, but there are junk files there
also should write what each animation is responsible for
idle00 - the unit is standing
stir00 - this is "warming up", the footman may look around, the skeleton adjusts its head, the orc stomps its foot....
specability - an ability, sometimes there's a second animation for the ability specability2, this is for example the griffin's takeoff and strike from the skies
move - running... note, the unit is NOT RUNNING IN PLACE, it runs forward
cast - spellcasting
rangeattack - a shot
hit - taking damage
happy - joy
attack00 and attack01 are attacks, I think the minotaur also has attack02, but it's not used
death - death BUT some creatures don't have death, they have a separate model and death animation for it, these are golems, skeletons of all kinds and treants from the beta version
there are also animations for cutscenes and special hero animations
So, following your advice, I found the stand animation. I import the model into 3ds max 8, and then use a script to import the animation, but I get an unknown exception. How can I fix this?
...to be honest, I know how to find animations, but I've never been able to figure out how to upload them anywhere. I only know that animations are in gr2 format; maybe someone else can help.

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
Hello. I am interested in converting models from Heroes of Might and Magic 5 for Warcraft 3. I am experiencing some difficulties in obtaining model animations using Noesis and I don't know how to find the animation for a specific unit.... I would be very grateful for your help.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
I read it, but I still don't understand how you loaded the animations. I used Max 2007-2008 and get an error that was described in the tutorials where there were plugins. I tried Granny Converter, and it didn't help me load the model either. I installed the plugin, installed the smd plugin
I managed to load the model (mesh, skeleton) into Max. After that, I simply selected the model and, through import, decided to add the animation from the Granny Converter, I just renamed the animation file, or through Noesis, I exported the animation in FBX format - the result is zero. Maybe I did something wrong.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
Oh yes, thank you very much. Blender has very large bones, and some kind of dummy is being used. It seems to be working correctly. I assume I need to do skinning now?
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
Theoretically, if the mesh is already attached to the skeleton, the weighting/skinning should already be applied to the mesh. In general, it's just a matter of technical details.
So, my friend and I opened the Archie demon model in Max 2018, ripped it using Archangel, and also ripped it using Noesis and the version 13 converter. It seems that the animation size is somehow small, while the mesh is large (scale), and also in the script, they changed the Animation Mode to 2. I've attached screenshots. The error is that when in the T-pose, its scale decreases, and essentially the model becomes broken. I've attached screenshots. In general, what did my friend do wrong? He mentioned something about keys and says that this reduces the scale of the Heroes of Might and Magic models in the game.
And so on.
But I took a different approach. I tried using a hex editor to change the bone name in the old animations from the game. It worked. But here's the problem: the hex editor only finds the bone names in the old files; it doesn't see them in the files from the expansions. That is, the names are found for Godric and the regular knight, but not for Laslo and Duncan. I'm wondering what possible solutions there are. Maybe someone has some ideas?
If I edit the mb file with a hex editor before importing and rename the bone there, the game imports it incorrectly and complains that it cannot build the bone hierarchy. The hex editor also doesn't recognize the bone names in the files imported through the editor.