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Posts from Guide on adding a new model, animation, and creature to HoMMVAuto-translated
I found the Autodesk FBX Converter 2013, it's only 100MB, but it allows you to convert FBX files exported from Blender to FBX 2009 format without installing 3ds Max. Of course, there's also FBX 2006, but the import plugin in Maya 6.0 is bad; it breaks the bone bindings, so you need to use the 2009 version... I think someone already mentioned this, but I don't remember who.
Possibly, but so far, I haven't created a single unit using it. Shrek was ported using 3D Max, so I can't say for sure... but in Maya 2009, the model and animation worked as usual, which is encouraging.
I've encountered a problem: when combining teleportation and the "strike-return" ability, the camera gets stuck on the point from which the unit teleported, instead of focusing on the battle area.
Test 1
The first test subject is a fully ported assassin with a teleportation animation – the camera is broken. The devil's stats have also been changed; with the devil, the camera displays the battle normally.
Test 2
Is the problem with the animation? Sea Tyrant – the unit uses vanilla animations but has a new model; the camera is broken... why?
Test 3
Next, I ran random tests on units from the Zahar faction: Guardian with triggers in the attack, and Jaguar without triggers; they both work fine, which is strange.
It all started with a message from Hannick – he was creating a Faceless One with the "strike-return" ability (I learned about the broken wings from him).
Perhaps, if the animations are ported from 3D Max instead of Maya, it will work, but for some reason, GrannyConverter_ricky92 and GR2Tool_by_Distraught_granny211_v13 refuse to open my gr2 files.
...on the Zahar units - guardian with triggers in attack, and jaguar without triggers, they both seem to be working fine, which is strange.
It all started with a message from Hannick - he was making a Faceless One with a return-strike attack (I learned about the broken wings from him).
Perhaps, if the animations are ported from 3D Max instead of Maya, it will work correctly...
If you have the original Assassin files in FBX or PSK format (and you can also check what's happening with the Faceless One's wings), send them over, and I'll take a look. I might even be able to figure out what's going on (I have a few ideas why this might be happening).
If you have the original Assassin files in fbx or psk format (and you can also check what's going on with the Faceless One's wings), send them over, I'll take a look and maybe I can figure something out (I have a couple of ideas why this might be happening).
I'm sending the psk and psa files; I've already hidden the Assassin's fbx files somewhere.
Hello, I haven't been able to work on the files for a while. Here's what I managed to figure out: the teleport and return functions turned out to be simple – a line responsible for this behavior, "ABILITY_STRIKE_AND_RETURN," was missing in "GameMechanics\Creature\Creatures\...\..__.xdb." There's nothing complicated about the "Faceless One"; you just need to make a few adjustments to the model and skeleton, scale down the model in some places, and do a little tweaking. This is more or less shown in the videos Expotr_Gr2.mkv and Gr2_To_Homm5.mp4.
The attachment contains an almost finished version; I've added attributes for attack and damage to the animations (I've added attributes to the animation as for a regular attack). In the Map Editor, enter the path to the dummy file (Null.mb), which you need to extract into the "\Homm5\Complete" folder and specify Global in RootTransform.
Here, here is my manual on creating icons in Photoshop!
Does anyone have a working link to a manual on creating icons? I tried using Photoshop with a plugin to edit existing icons in dds format, but the result was a mess with a black background and a changed color, even though I only mirrored the head rotation so that it faces from right to left. I don't understand what I'm doing wrong