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

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In reply to Mооnst@r
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#462
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Mооnst@r

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.
Thank you, but the light-colored stripe was the one that was deleted, not the blade.
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#463
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Here's a progress bar for you.
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In reply to Mооnst@r
#465
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Hello. I am interested in converting models from Heroes of Might and Magic V for use in Warcraft 3. I am experiencing some difficulties with extracting animations from the models using Noesis, and I don't know how to find the animation for a specific unit. Using Archangel, I extracted the model of an archmage. So, how can I find the name of the animation file for it, and how can I use Noesis to extract the animation so that I can open it in Blender with the animation? Could you help me with this here, or perhaps we could chat on Discord? I would be very grateful for your help.
In reply to Narberal Gamma
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#466
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Narberal Gamma
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

__________________________________
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
__________________________________
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

Мои мини-моды

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#467
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So, following your advice, I found the animation for the standard unit. 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?
In reply to Narberal Gamma
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#468
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Narberal Gamma
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 the animations, but I've never been able to upload them anywhere. I just know that the animations are in gr2 format; maybe someone else can help.
Мои мини-моды

Мод RTF

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#469
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fktifzobr@mail.ru
...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.
Indeed, they are in gr2 format, and the GrannyViewer utility plays them. By the way, there are plugins for Max and even, I think, for Maya!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#470
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Narberal Gamma
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.
I can advise you to read carefully what I wrote on pages (18, 20, 23...), there is some information about how I processed animation files in Noesis. Previously, I loaded them through a plugin for 3DS Max 2008 (so, in Max2008) and then resaved them for subsequent use in Max2018 (I probably won't be able to find more complete information - "I couldn't figure it out"), I shared my findings as best as I could. You just need to try more, read more carefully, and try again.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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
In reply to vova2112
#471
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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 plugins were used. I tried Granny Converter, and it didn't help me load the model either. I installed the plugin, installed the SMD plugin. The model (mesh, skeleton) was successfully loaded into Max. After that, I simply selected the model and tried to add the animation from Granny Converter via import, I just renamed the animation file, or I exported the animation as FBX through Noesis - the result is zero. Maybe I did something wrong.
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#472
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Narberal Gamma
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.
In post #341, I posted a video showing how I processed the gr2 animation file in the Noesis program (at first, the file gave an error, then I processed it in the "GR2Tool_by_Distraught_granny211_v13.exe" program, and the file loaded into Noesis) then I opened the file exported from Noesis in 3ds Max 2018 without any problems.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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
In reply to vova2112
#473
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Yes, thank you very much. In Blender, the bones are very large, and there's some kind of dummy object. It seems to be working correctly. I assume I need to do skinning now?
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#474
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Narberal Gamma
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?
Ideally, if the mesh is already attached to the skeleton, the weighting/skinning should already be on the mesh. In general, it's just a matter of technique from here on out.
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
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
In reply to vova2112
#475
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vova2112
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.
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In reply to Narberal Gamma
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#476
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I've encountered this problem, and maybe someone with some knowledge can help.

I'm trying to export models of different knight heroes from the game and then import them back in.
There are bones with names like:
"Global|Hip|R_Thig"
"Knight_Global|Hip|Chest"
And so on.
Maya doesn't recognize the "|" symbol and turns it into some kind of mess. But that's only half the problem; the worst part is that you can't rename the bone correctly either because Maya simply replaces the "|" symbol with "_".
Consequently, the model is imported into the game with different bone names, and the old animations no longer work correctly.

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.

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где можно посмотреть и повертеть внутри браузера мои 3d модели.