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shassz
Adventuring Hero
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posted September 13, 2007 05:03 PM |
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H5 models
As I found out structured data of every object in the H5 world is located in the _(Model) directory of data.pak. Model/Skeleton/Animation data about objects in the H5 world is located in [Object_Name].(Model).xdb. This XML file has 5 major nodes.
Materials is kind of straight forward for any1 who is familiar with programs like 3dsmax or maya, etc.
The Skeleton/Geometry/Animations tags are the most important here becuse these are the ones tightly related with the models. In all 3 of this there is a "uid" tag which refers to a filename in bin\[Skeleton|Geometry|Animations]\ folders of data.pak. After some search and a short trip to the game's bin folder I found granny2.dll developed my radgametools. It seems they used granny3d sdk to export the models from Maya 6.0. U can view the contents of the above mentioned directories with creepy filenames with their free viewer which can be downloaded here:
http://www.radgametools.com/down/Granny/gr2_viewer_setup.exe
For some reason I cant open anything from the folder geometries(It always dies off saying theres is a CRC error which is kinda impossible since the game loads the related objects well).
If any1 could tap on a granny3d sdk try to retransform these data into a maya.binary file and make the SDK accessible for me too.
Ow yea and windpower tag is prolly some particle system related stuff. I havent tried this out.
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shassz
Adventuring Hero
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posted September 13, 2007 06:36 PM |
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Seems like sound files are stored in sounds are stored in the same way with these "uid" identifiers in sound.pak's bin\Sounds directory. You just need to rename the file according to the .xdb file and there you go you can play all heroes sound effect in winamp.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 13, 2007 10:31 PM |
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There is a program to convert the geometries into .wrl or sth, do you want me to send you it?
Also, do you have Maya? If you have Maya, then I have models for HV to work with. If you have Maya, we have Nagas.
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How exactly is luck a skill?
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Neckie
Hired Hero
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posted September 14, 2007 12:25 AM |
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I have Maya and we can edit the geometries with the mesh to wrl program that you can find at : [url]http://deep.phpwebhosting.com/~paradox/forums/index.php?s=54f4c6751c8f8e6b6bfb8d91e7d9744e&act=Attach&type=post&id=1381[/url]
Then you need 3dmax to import the .wrl and then export it to a format (.obj) that maya can import. Then you can export it to a .mb or .ma format.
Then, theoretically you could use the editor to export the .mb or .ma file back into mesh files.
But the fact is that it doesn't work. Because even if you select the .mb file the sourcescene never changes. Now we need to find the way to make it work.
Here is a .mb file for testing : [url]http://www.filefactory.com/file/3400e7/[/url]
It is the arena boat geometry.
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Miru
Supreme Hero
A leaf in the river of time
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posted September 14, 2007 12:51 AM |
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I know this is a dumb question... but has anyone asked Fabrice (or whoever), 'cause that would be a whole lot easier if he gave us their program...
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I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.
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shassz
Adventuring Hero
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posted September 14, 2007 02:45 AM |
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Edited by shassz at 02:47, 14 Sep 2007.
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This converter that Neckie linked works fine. I still dont know how to match the Skeleton and Animation files with the mesh but now I just need some sleep.
By model you mean mesh+anim+skeleton or the mesh only Daystar?
Sleeping....
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted September 14, 2007 04:17 AM |
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meh, I have model. Skeleton? Animation....no.
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How exactly is luck a skill?
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CrazyPill
Hired Hero
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posted September 14, 2007 10:58 AM |
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Quote: I know this is a dumb question... but has anyone asked Fabrice (or whoever), 'cause that would be a whole lot easier if he gave us their program...
Nival as developers have got Maya exporters and source models, they don't need importers ;-) But the big question is why they don't redistribute exporters. Heroes5 3D engine is a modified version of a thing used in Blitzkrieg 2. The main difference for modders that Blitzkrieg uses gr2 files to store every part of model and provides maya exporters. Heroes5 stores geometries and aigeometries in a different file format, so granny exporters for Maya taken from Blitzkrieg could only be used for ajusting animation.
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shassz
Adventuring Hero
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posted September 14, 2007 12:14 PM |
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I try, and ask for it on the Nival forums maybe they answer.
CrazyPill could you upload the exporter for BlitzKrieg 2 to somewhere?
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CrazyPill
Hired Hero
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posted September 14, 2007 12:33 PM |
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Quote: CrazyPill could you upload the exporter for BlitzKrieg 2 to somewhere?
[url=http://pills.crazypill.ru/hmm5/MayaExport.rar]Here it is.[/url] There are subfolders in the archive corresponding maya versions(4.0-6.0). You need only granny_export.mll from your version folder. Other files are for ability to make conversion from the editor. Exporter settings presets are saved in *.ges files.
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bighoss75
Tavern Dweller
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posted September 20, 2007 07:02 PM |
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Here is a .mb file for testing : [url]http://www.filefactory.com/file/3400e7/[/url]
It is the arena boat geometry.
I have no problem opening this file in Maya.. so the game uses direct .mb .ma maya formats?..if so where did you get this file...i have been trying to locate all the mesh data, so i can start changing models
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CrazyPill
Hired Hero
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posted September 20, 2007 08:53 PM |
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Quote: I have no problem opening this file in Maya.. so the game uses direct .mb .ma maya formats?
No, Maya is used for modeling only internaly, and after that models goes through Nival converter tool. Tool for Blitzkrieg 2 isn't so useful for Heroes 5, geometries and aigeometries aren't granny anymore.
So now you can:
Maya -> Game
Animations
Skeletons
Game -> Maya
Meshes (wrl isn't ma , but could be converted with wrl2ma)
Now jumping around "Non-useful GR2->MS converter" source code and granny viewer. Art of Necromancy should rise skeletons from grannies :-)
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bighoss75
Tavern Dweller
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posted September 21, 2007 01:08 AM |
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Quote:
Quote: I have no problem opening this file in Maya.. so the game uses direct .mb .ma maya formats?
No, Maya is used for modeling only internaly, and after that models goes through Nival converter tool. Tool for Blitzkrieg 2 isn't so useful for Heroes 5, geometries and aigeometries aren't granny anymore.
So now you can:
Maya -> Game
Animations
Skeletons
Game -> Maya
Meshes (wrl isn't ma , but could be converted with wrl2ma)
Now jumping around "Non-useful GR2->MS converter" source code and granny viewer. Art of Necromancy should rise skeletons from grannies :-)
I know what maya is used for ive been working with it for a few years now,..Plus i also work with Studio max.What i did not know about was the conversion tool mesh2wrl program..as long as i can get a readable 3d format i can model whatever is needed,..now i understand whats going on here..
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted August 19, 2008 04:19 PM |
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I searched a bit more.
And I find this, if it is useful to you, great. But if it isn't... ^^
It is a tool for Warcraft III, but the 3DWin Converter is very intresting. It can convert a lot of format into a lot of other format.
And we find there .wrl, .ma, .3ds, .obj, .mdl, .md2, .ase,...
Rheingold3D
Too, I dunno if you have already discovered this :
We can view Heroes V skeletons & animations in Granny Viewer. It can be useful to know the name of a bone in creating NCF Creatures, but it could also help us in our project...
Here is the Hellhound, for example :
Here, hellhound attacking :
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted August 19, 2008 04:24 PM |
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I forgot something.
Gnoll_Mage has succeeded in view the griffin in Maya. He textured it in wood :
Voila... I hope that I give you some "new" informations...
Are they helpful ?
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