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2 years ago
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Fellow modders, I would like to know how to attach a part of a model (for example, the Scythe of the Dead) to another creature (for example, Assassins).

I looked at a couple of threads about models, but they only touched on how to create a new model or something similar.

I would be grateful for your help!

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2 years ago
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Poison552

Fellow modders, I would like to know how to attach a part of a model (for example, the Scythe of the Dead) to another creature (for example, Assassins).

I looked at a couple of threads about models, but they only touched on how to create a new model or something similar.

I would be grateful for your help!

It's complicated. :

Tell me, how well do you understand modding? Can you find the Scythe of the Dead, its texture, and extract all of this into a separate folder from which we can then attach it to the Assassin? Or do I need to explain that too?
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2 years ago
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fktifzobr@mail.ru
It's complicated.

Tell me, how well do you understand modding? Can you find the "Umiertviyu" creature, its texture, and extract all of this into a separate folder, from which we can then attach it to the assassin? Or do I need to explain this too?


Well, I have an idea of how to do it. I know that I need to find the geometry, skeleton, and ID of the desired creatures and use Maya or 3ds Max to modify everything as needed, but I don't know what to do next.

If I said something wrong, please correct me.

I have basic knowledge; I know how and where to get textures, animations, effects, etc., but modifying the model itself will be more difficult.

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2 years ago
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Poison552


Well, I have an idea of how to do it. I know that I need to find the geometry, skeleton, and IDs of the desired creatures, and then use Maya or 3ds Max to modify everything as I want. But after that, I don't know what to do).

If I said something wrong, please correct me.

I have basic knowledge; I know how and where to get textures, animations, effects, etc., but modifying the model itself will be more difficult).

Well, that's too advanced, I think. For starters, you could try simply taking an existing creature model and modifying it, and then we'll see what happens.

Then I'll write here what and how to do.
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2 years ago
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Well, that's too cool, I think. For starters, you could try just taking the entire Necropolis, and we'll see what happens next.

Then I'll write here what and how to do.

And which program should I start with, and what should I do after I get the Geomancer and the Skeleton?

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2 years ago
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Poison552

 

Which program should I start with, and what should I do after I get the geometry and skeleton?

If you really want to extract a model from Heroes, you need the Arkhangel program. You can load the geometry into it, then you need to load any DDS textures; otherwise, the export won't work. The skeleton isn't necessary here; you can export in OBJ format.

But I would suggest you first figure out the method of attaching things.

Added 2 minutes later
https://www.moddb.com/mods/homm-5-chaos-theory/downloads/archangel-v0-5-beta
Here's Arkhangel.
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2 years ago
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How to attach a model — we won't dive deep into mod structure; let's go straight to the attachment mechanics.

Open the map editor; it will look something like this. I've pointed an arrow at an important window—do not close it, as this is the "map properties tree".
image 1, I'll be inserting these as links because the screenshots are large.

Place a unit; let's use the Chieftain, as he doesn't have LOD models (all units before Tribes of the East have separate low-poly models for the map; by the way, the GEM mod removed all these models).
I selected the Chieftain, and as we can see, the map properties window has changed—it is now showing object properties.
image 2

If you click on the text in the Shared line, a button with an ellipsis will appear; click it.
image 3

The object window opens. Just as we entered Shared, we can go further—for example, into the model, from the model into the skeleton, and in the skeleton copy the UID to extract it from data.pak, but more on that later.
image 4

Okay, let's go.
You need to enter the animset; there are many animations there. Enter the idle stance.
image 5

Now we are in the animation. There is an Effect line, which is empty. You need to create an effect; click the line and press New instead of the ellipsis.
image 6

A window appears. If we simply write Idle.(Effect), this file will appear in the Chieftain's animation folder, which might cause confusion. It is better to write something like T5bEffect/Idle.(Effect) ; then a folder containing the file will be created instead of just a file, and all subsequent files created will appear in that folder. Click OK.
image 7

We need to enter the effect; it's a list like an animset. In it, we create an item.
image 8

In this item, just as we created the effect, we also create a file for attaching the model; let's call it Weapon.
image 9


Enter it. You need to enter the bone that the model is attached to, but this field isn't visible. You need to make it available; to do this, right-click in an empty space and click Show Hidden.
image 10

The field has appeared—it's the last line. You need to enter the bone there; for the Chieftain, the weapon is R_Sword (check bone names in the GrannyViewer program, https://www.youtube.com/watch?v=dJRyPStxtl0&list=PLdoAvaqrPO162NqQw-sY7ScdL8q2EW2eB&index=5)).
For testing, I entered an archer in the model line; the result is that we attached a model to the axe.
image 11
image 12

If you don't know what to use to view bones in a skeleton, let me know and I'll explain; I just don't want to do unnecessary work X) I've already been sitting here writing for almost an hour.

If you didn't understand how I selected the archer, write that too
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2 years ago
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Let's not delve into the structure of mods; we'll immediately move on to the mechanics of attaching a model.

Open the map editor; it will look something like this. I've indicated with an arrow the important window; don't close it; this is the "map properties tree."
image 1. I'll be inserting links because the screenshots are large.

Let's set up a unit; let it be the leader. It doesn't have LOD models (all units up to the Horde Lords have separate models for the map with a smaller number of polygons; by the way, in the GEM mod, all these models were removed).
I've selected the leader; as you can see, the map properties window has changed; now it shows the object's properties.
image 2

If you click on the text in the Shared line, a button with an ellipsis will appear; click on it.
image 3

The object window opens; just as we went into Shared, you can go further, for example, into the model, from the model into the skeleton, and in the skeleton, copy the UID to extract it from data.pak, but we'll talk about that later.
image 4

Okay, let's go.
You need to go into the animset; there are a lot of animations; go into the idle stance.
image 5

Here we are in the animation; there is a line called Effect; it's empty; you need to create an effect; click on the line and, instead of the ellipsis, click New.
image 6

A window appears. If we simply write Idle.(Effect), this file will appear in the folder with the leader's animations; this can create confusion, so it's better to write, for example, T5bEffect/Idle.(Effect); then, instead of a file, a folder with a file will appear, and all subsequent files will appear in the folder; click OK.
image 7

We need to go into the effect; this is a list like the animset; in it, we create an item.
image 8

In this item, as we created the effect, we also create a file to attach the model; let's call it Weapon.
image 9

We go into it; we need to specify the bone to which we attach the model, but this field is not visible; we need to make it accessible; to do this, click the right mouse button in the free space and click Show Hidden.
image 10

The field has appeared; this is the last line; you need to enter the bone there; for the leader, the weapon is R_Sword.
I entered the archer in the model line for the test; the result is that we attached the model to the axe.
image 11
image 12

If you don't know how to view the bones in the skeleton, write, and I'll explain; I just don't want to do anything unnecessary. I've already been sitting here for almost an hour writing.

If you didn't understand how I selected the archer, write, too.

Thank you very much for this guide; I'll say right away that I want to know how to view the bones.
And in general, the guide is quite understandable; thank you for your help.

I already understood half of the information; I just didn't know what and how to do with the effects.

I would also like to know how to attach the desired part of the model?

And most importantly, how to open (put the model into the program) and correctly save the geometry in Archangel?

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2 years ago
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Poison552

Thank you very much for this guide; I'll say right away that I want to know how to view the bones.
Otherwise, the guide is quite understandable; thank you for your help.

Everything is clear with the archer anyway.

I knew half of the information; I just didn't know what and how to do with the effects.

I would also like to know how to attach the specific part of the model.

And most importantly, how to open (load the model into the program) and correctly save the geometry in Archangel?

There is a YouTube guide on how to view the bones: https://www.youtube.com/watch?v=dJRyPStxtl0
The link to the program is in the video description.

How to attach the desired part to the model... There are two options: the first is to extract the model from the game, cut out a piece, and load it back.
The second option is to erase everything unnecessary on the texture; I used to do that too, until I learned how to load it.

Saving the geometry in Archangel...
That is, converting the model to a readable format.

For example, there is a model - F8B6E9F5-0045-4930-A6A3-2D32C71366D6, a zombie, lying on the desktop, and next to it are random dds textures.

I drag it onto the Archangel shortcut, a window pops up and asks to load a dds texture.
I choose the first one I see; the model is simple, so the window pops up only once.
I see this picture:
image 1

Then I click on this button, and that's it; a file appears on the desktop. If I don't load textures, the file doesn't appear.
image 2
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2 years ago
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fktifzobr@mail.ru
how to view bones, there is a guide on YouTube https://www.youtube.com/watch?v=dJRyPStxtl0
link to the program is in the video description

how to attach the required part to the model.... there are two ways - first is to extract the model from the game, cut a piece off it and load it back in
the second way - erase everything unnecessary on the texture, I used to do that too before I learned how to load them

save geom in Archangel....
meaning convert the model into a readable format

there is a model - for example F8B6E9F5-0045-4930-A6A3-2D32C71366D6 zombie, it's on the desktop, and next to it are random dds textures

I drag it onto the Archangel shortcut, a window pops up asking to load the dds texture
I choose the first one I find; the model is simple, so the window popped up only once
I see this picture
image 1

then I click this button and that's it, a file appears on the desktop; if I don't load textures, the file doesn't appear
image 2

Regarding changing the model with the first method, where do I change the model itself?

And also, I didn't fully understand what Archangel is for

Apologies for the long response

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2 years ago
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Poison552

 

Regarding changing the model, where do I change the actual model in the first release?

Also, I don't fully understand what the Archangel is for.

Sorry for the late reply.

The Archangel is needed to convert the hero model into an obj format model – this file can then be opened in Blender, Maya, or 3ds Max, where you can cut off everything unnecessary.
My turn to reply late; I'm going to sleep.
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2 years ago
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fktifzobr@mail.ru
You need Archangel to convert the hero model into an OBJ format – you can then open this file in Blender, Maya, or 3ds Max, where you can remove anything unnecessary.
I'm just slow to respond; I'm going to sleep.

No worries, I'm also going to rest.
Thank you so much for your help, and good night to you, kind person.)

Added 11 hours 1 minute ago

Okay, I managed to combine the models, but I don't know what to do next.

I tried saving the file in .obj format, but then Archangel won't read it, and it doesn't even recognize it in .blend format.

It's possible that this is because I haven't added the textures yet; this is just a guess.

Here's a photo:

https://ibb.co/tBvbfMJ

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2 years ago
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Well, the question is how to load the model into the game itself... For this, you need Maya 6. It doesn't necessarily have to work; it's needed for the loading function to work and to save files in the correct format. You can find it here: https://disk.yandex.ru/d/cGm__9Au3YBcz8 Here's a tutorial on how to load a model into the game and all the plugins with instructions on what to do where: https://psatkha.narod.ru/tutorial_ru.html You open your model, which is in obj format, in Maya and save it in mb format, and then you can load it. If you don't understand how to bring up the panel in step 11 of the tutorial where you can find the name of your model or group, then write. Added 4 minutes later There were two unpleasant cases, though. In one case, my friend installed Maya, but the import didn't work. In the other case, another friend of mine turned out to be a genius – he emulated another Windows on his computer, installed Maya on it, and the Heroes game running on Windows #1 started loading models
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2 years ago
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I'm having trouble with the game. I downloaded everything as instructed, reinstalled it three times, and followed the guide, but the program simply doesn't launch.

There are no errors or crashes, nothing.

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2 years ago
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Poison552

I'm having trouble with the program. I downloaded everything as instructed, reinstalled it three times, and followed the guide, but the program simply doesn't launch.

There are no errors or crashes, nothing.

That's strange... A simple question, but did you try running it as an administrator?

Added after 36 seconds
And did you generate a key?

Added after 24 minutes
My internet cable died, I'm not sure when I'll have a normal connection again.
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