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Heroes Community > Heroes 5 - Modders Workshop > Thread: Could we make a basic model editor?
Thread: Could we make a basic model editor? This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 21, 2013 07:48 PM

I think you have to..

Quote:
.. set your computer's decimal separator to a dot ('.')
(XP: Control Panel -> 'Regional and Language Options')
(Win7: Control Panel -> 'Clock, Language, and Region' -> 'Change the date, time, or number format' -> button <Additional Settings> )

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xuxo
xuxo


Responsible
Known Hero
posted May 21, 2013 09:47 PM

I've done it! a mesh modified loaded! now lack the vertices and skeleton work well. Today is one that does not sleep (here in Spain are still 21:45) going to smoke the archangel thanks!

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 22, 2013 10:52 AM

xuxo, if there is anything in Archangel that you would like to see added or changed, then please let me know so we can discuss it.
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xuxo
xuxo


Responsible
Known Hero
posted May 22, 2013 11:07 AM
Edited by xuxo at 15:47, 22 May 2013.

the archangel is already great!! , what is needed now is a basis of the minimum generator files. xdb necessary hahaha

Edit: the only thing I do not get to do it is to add new objects to the model and modify the envelopes of the bones to move the new objects, which is imported in 3dsmax is chaos.

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 23, 2013 12:18 PM

If the skeleton doesn't import properly into 3DSmax I'd like to have a look at it.

When you add a new mesh part to an original mesh, first you have to copy the original 'Skin' modifier and "Paste Instanced" it to the new mesh part.

Then you modify the Skin, so that the new mesh vertices are bound to your preferred bone.

Then you have to unify then original and the new mesh (<Compound Objects><Boolean><Union>, and then convert the result into an "Editable Mesh".

I'd say this all requires quite a bit of skill in 3DSmax.
Additionally, because the 'Skin' is modified, you would need to export a new Granny2 skeleton (!).

Please E-mail me if you want more help with this.
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Esto100nec1
Esto100nec1

Tavern Dweller
posted December 03, 2013 08:06 PM

I from Ukraine also understand not strongly English!
I have not absolutely understood as to keep animations and geometry. At me Autodesk 3ds Max 2010, I should keep result of work of geometry as SMD and then to open in Archangel and export HoMM.5 mesh?
And animation?
In general I have not understood as to keep.

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted December 04, 2013 12:32 AM

http://tatooinebase.star-fleet.org/Archangel/quickstart.html

http://tatooinebase.star-fleet.org/Archangel/changingSwordJoint.html
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Esto100nec1
Esto100nec1

Tavern Dweller
posted December 04, 2013 02:16 AM

Pesmontis said:
http://tatooinebase.star-fleet.org/Archangel/quickstart.html

http://tatooinebase.star-fleet.org/Archangel/changingSwordJoint.html


Thanks Pesmontis but the matter is that it I already saw also to me are hard given transfer there.

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted December 04, 2013 02:37 PM

> ".. also to me are hard given transfer there.."
I'm not sure what you mean.

Please describe the steps you take and the things that are unclear.
Describe with detail and post images.
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Esto100nec1
Esto100nec1

Tavern Dweller
posted December 05, 2013 02:52 AM

Pesmontis said:
> ".. also to me are hard given transfer there.."
I'm not sure what you mean.

Please describe the steps you take and the things that are unclear.
Describe with detail and post images.


1). Geometry -> *.DDS --> Archangel.v0.5.beta <-- Skeleton
2). Archangel.v0.5.beta --> SMD --> Autodesk 3ds Max 2010 -->

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted December 05, 2013 11:56 AM

In reply to 1.): This is clearly described in the Archangel manual http://tatooinebase.star-fleet.org/Archangel/quickstart.html

In reply to 2.): From 3DSmax, you need to export an 'SMD reference' file. This is a text file which you can edit.
If you cannot load this SMD file into Archangel, then you can compare the contents to the SMD file you exported with Archangel.
For this, it is useful if you understand the format of an SMD file: https://developer.valvesoftware.com/wiki/Studiomdl_Data

If you still cannot import the SMD file into Archangel, then I will have to take a look at it.

Besides loading the SMD file into Archangel, you also have to load the vertex colors.
Select menu <View><Shade Colored><Lighting><Load>
Now you have to import the image which you exported with these steps:
http://tatooinebase.star-fleet.org/Archangel/quickstart.html#BakingVertexColors

After loading the vertex colors you should be able to export a HoMM.V mesh file with everything in it.
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Esto100nec1
Esto100nec1

Tavern Dweller
posted December 07, 2013 11:00 PM

Has edited object geometry in Autodesk 3ds Max
In what format to keep?
What programs to edit the kept file?
Here where I have got stuck (

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Hayven
Hayven


Famous Hero
posted May 29, 2014 06:25 PM

What should I do if I don't want to spend lots of money on 3DSmax but I do want to use some model editing?  

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 30, 2014 06:49 PM

You might try 'gmax' or Blender or any other 3D modeling tool taht can import & export SMD files. At the end of the Archangel Manual I wrote a little list of programs able to load and display Half-Life SMD files: http://tatooinebase.star-fleet.org/Archangel/quickstart.html
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Hayven
Hayven


Famous Hero
posted June 01, 2014 12:17 PM

But what type of file should I export exactly? SMD, gr2, Wavefront...?

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted June 04, 2014 03:33 PM

Export the entire model as SMD and load it in Archangel, together with its textures.

Then you need to import the "vertex colors" from a TGA texture, using the menu item <View><Shade Colored><Lighting><Load>.

After that the model is complete and it can be exported as an HoMM.V model.
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Hayven
Hayven


Famous Hero
posted June 04, 2014 06:38 PM

So I have to find out how to export SMD from Blender Thanks for you help, though the things are going to be more difficult than I expected

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Nazar
Nazar

Tavern Dweller
posted October 30, 2014 03:41 AM

Hey hello. I need your help, I can`t add texture from TGA to 3ds Max ;( How i could do it ? tell me please. YOur archangel worked wery well, but after i have that:
http://ipicture.kz/images/2014/10/vh5aus5fedlk0jhhd7ri.png.html
http://ipicture.kz/images/2014/10/hj9hn9h22ypm6jnq3hv7.png.html
What i must to do next step?
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Hayven
Hayven


Famous Hero
posted June 02, 2015 04:22 PM
Edited by Hayven at 16:24, 02 Jun 2015.

In case anybody able to help me visits this thread...

Few days ago I tried out the Crazypill's tutorial following it step by step. Unluckily, this is what I receive when trying to export the file each time, with any settings, even with a freshly installed map editor.



Uhm, please?

"Nie można znaleźć określonego pliku" -> "Cannot find the specified file"

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xuxo
xuxo


Responsible
Known Hero
posted June 13, 2015 11:45 PM

I two years ago I replaced the well of Heroes V by one of World of Warcraft. I'm getting off again all the plugins and tools as soon as I jog your memory as I explain, I also had trouble doing what you say. If you want to talk on Skype to bring forward

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