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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»
WindBell
WindBell


Hired Hero
posted April 19, 2010 04:19 AM

Quote:
Hey Windbell, how good of you to point this out.
In fact, the 'Texture inspection' in GrannyViewer should tell you that the model has two 'textures', ie. a 'vertexcolor texture' and a map.
But this should only be so in case you applied vertex colors in 3DSmax.
If you didn't, then you should NOT select the option "Allow Vertex Colors" in the GR2 export configuration (in 3DSmax).

Furthermore, if you DID apply vertex colors in 3DSmax, then I'm not entirely sure how to tackle this, but maybe this will help:
It might be due to the fact that if you apply vertex colors in 3DSmax, the 'VertexPaint' modifier is on top of the 'Skin' modifier.
Like this (I thought) it might be that the Granny exporter interprets the 'vertexcolor texture' as the primary texture.
So what I usually do is to switch them (please note that this is quite a dangerous operation, so make a backup):
- select the 'Skin' modifier;
- 3DSmax will prompt you with a warning message, but in this case you can ignore it - click <OK> to get rid if it;
- right-click the 'Skin' modifier and select the menu option <Cut>;
- right-click the 'VertexPaint' modifier and select the menu option <Paste>;
The 'Skin' modifier will be pasted before the 'VertexPaint' modifier.
Now retry exporting a GR2 file.

In case you still find the model displays without the texture in GrannyViewer, then let me have a look at your .max file, alright?

Cheers,
Pesmontis


Indeed I didn't apply vertex color and didn't select "Allow vertex colors" in exporter.

MAX file is at
http://www.boxcn.net/shared/ez8bsb4nee

it is Magma Dragon. The texture is imported in tga format ( my 3ds max 7 cannot import dds in HOMM.V and I don't know why , so I convert it to tga)

Thanks!

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted April 19, 2010 05:59 PM

Hey WindBell, thanks for uploading :-)
I have no trouble at all viewing your MagmaDragon in GrannyViewer (see image).



I'm using GrannyViewer v2.8.23.0.
With 3DSmax7 I'm using granny2.dll v2.6.0.10.

To export your model from max, I didn't have to change anything in the Granny Exporter configuration, so everything looks alright there.

The only thing I can think of is some kind of version problem.
____________

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted April 19, 2010 08:03 PM

Archangel v0.4 is out

Version 0.4 Beta has these new features:
- proper & tested HoMM.V mesh writing;
- reading & dumping HoMM.V AIgeometry files;
- writing simple HoMM.V AIgeometry files;
- vertex colors (re)loading;
- x-file writing.

You can download it here:
Archangel v0.4 beta

If I have more time I'll write another manual for it.
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WindBell
WindBell


Hired Hero
posted April 20, 2010 04:44 AM

Quote:
Hey WindBell, thanks for uploading :-)
I have no trouble at all viewing your MagmaDragon in GrannyViewer (see image).



I'm using GrannyViewer v2.8.23.0.
With 3DSmax7 I'm using granny2.dll v2.6.0.10.

To export your model from max, I didn't have to change anything in the Granny Exporter configuration, so everything looks alright there.

The only thing I can think of is some kind of version problem.


Hello, thanks for your explanation. I use GrannyViewer v2.8.35.0. Maybe that's the problem.
But I cannot find a 2.8.23.0,
the gr2 file I export is at [url=http://www.boxcn.net/shared/f5nj1qq37y]http://www.boxcn.net/shared/f5nj1qq37y[/url] , could you help me to see is there something wrong with my gr2 file?

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted April 20, 2010 08:56 PM
Edited by Pesmontis at 11:15, 27 Apr 2010.

GrannyViewer trouble

Discussion of this problem is continued in private and should not influence creation of new HoMM.V models with 3DSmax7.

WindBell found out that the trouble he had was due to version 7.1 of 3DSmax. Everything works OK with version 7.0.

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morten8035
morten8035


Hired Hero
Necromancer
posted May 08, 2010 07:00 PM

Thanks for the great app
I have used it now to extract the skeleton model to take his axe. I have now made a model replacement for a axe in a game named Team Fortress 2
Thanks again
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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 20, 2010 07:53 AM

Maybe you can put up images of the old and the new axe ?
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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 20, 2010 06:53 PM
Edited by Psatkha at 18:55, 20 May 2010.

Pesmontis, I don't have Max 7.0 but I have 8, 2008, 2009 and 2010

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 21, 2010 12:09 AM

3DSmax versions, Maya

Hey Psatkha, did you try Cannonfodder's SMD plugins with 3DSmax version 8?
I'm not sure, but I think they should work.
A spanish guy also wants to test 3DSmax8 (I don't have it).

Anyway, with 3DSmax 2008 you can import and edit HoMM.V animations (as GR2 files), if you have loaded the mesh and skeleton first. With this version you can import SMD files using Wunderboy's plugins (which do not load the vertex weights correctly).

Today I tested SMD import in Maya 6.0 using Prall's SMD plugins.
It's a known fact that this import process takes a long time.
Also, I don't yet know how to check the imported mesh and skeleton in Maya.

With v0.4 of Archangel, I also released a small tool called 'smd2mel2' (an improved version of 'smd2mel' from the Milkshape site). This tool generates a MEL script from an SMD reference file, which imports much quicker into Maya, but (yet) without the vertex weights.

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morten8035
morten8035


Hired Hero
Necromancer
posted May 21, 2010 08:26 PM
Edited by morten8035 at 20:32, 21 May 2010.

Quote:
Maybe you can put up images of the old and the new axe ?

Me? Well [url=http://directhit.50webs.com/Images/TF2/Models/weapons/axtinguisher/]HERE[/url] is images of the skeleton axe in the game and [url=http://tf2wiki.net/wiki/File:Axtinguisher.png]HERE[/url] is the original.

I have also made the angel sword replace a sword in TF2 too:
[url=http://tf2wiki.net/wiki/File:Eyelandertransparent.png]Original[/url]
[url=http://directhit.50webs.com/Images/TF2/Models/weapons/eyelander/]Replaced[/url]

Thats not it. I also took the gremlin cannon and replaced a bazooka:
Original= http://tf2wiki.net/wiki/Fileirecthittransparent.png
[url=http://directhit.50webs.com/Images/TF2/Models/weapons/directhit/]Replaced[/url]

Last and most bony is the skeleton arm:
Original= http://tf2wiki.net/wiki/Fileaintrain.png
[url=http://directhit.50webs.com/Images/TF2/Models/weapons/paintrain/]Replaced[/url]

I did maybe not do much, but I'm a little proud (Should i be?)

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 22, 2010 11:52 AM

Maya 6.0 import / export

Yesterday I tried to export Kujin from Maya 6.0.

I imported the model as SMD, including the skeleton and the vertex weights using Prall's SMD plugin for Maya 6  @  http://mitglied.multimania.de/prallvamp/



After reading a bit on the internet I was able to evaluate the imported vertex weights using the 'Paint Vertex Weights' tool:
Kujin was imported correctly!
There's an issue though with this plugin, in that it takes a long time to finish the import.

Then I tried Maya 6 export.
I found out how to export a Granny2 file directly from Maya 6:





I tried for instance to export the skeleton only, but I could not get rid of the textures in the GR2 file (see image below). The next two images show Kujin's skeleton in GrannyViewer, the first one is the one I exported and the second is the original one from the game:





For another test of exporting only the skeleton I'm thinking of using a model without materials.

I also tried to import an animation into Maya 6.0.
I first loaded the animation into 3DSmax2008 together with the rigged model of Kujin.
Then I exported the whole as an FBX file, and tried to import the FBX file into Maya 6.0
(also see  http://www.christopher-thomas.net/pages/free_tutorials/tut_3dsmax_to_maya_transfer/ct_tut_max_to_maya_mesh&camera_transfer.htm ).
However, FBX import into Maya 6 seems to be pretty buggy: only a few bones retain animated motion, and the vertex weights seem to be lost in the process. I guess I'll have to fiddle around some more with Maya FBX import.
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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted May 24, 2010 07:45 PM

:2: Pesmontis

Do you know how to change SKEL - bone's name and their coordinates ZYX ?!

Sample: bone for 'weapon' called - SwordJoint but I need that this bone called WeaponJoint - how I make it ?!

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SimonaK
SimonaK


Promising
Supreme Hero
posted May 24, 2010 07:51 PM

Hi Psatkha, I made this post only to salute you

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted May 25, 2010 12:45 PM
Edited by Pesmontis at 00:52, 26 May 2010.

Changing 'Sword_Joint'

Changing the name of a sword_joint like in the VampireLord (or Nosferatu) involves changing the animation files as well.
With the Haven Footman, this is more complicated, because I think that effects are spawned upon this joint.
Any of this is of course still very experimental, because I left out the final step - verification in HoMM.V
If you succeed, Psatkha, then you would be the first to actually use a new skeleton and new animations in HoMM.V (!).

In order to change the animation files, the mesh file and the skeleton (the images are at the bottom of this post):

01 - start with exporting the mesh and the skeleton as an SMD file from Archangel (image 1);

02 - load this SMD file into 3DSmax7, apply the textures (and the vertex colors) and save as MAX file (image 2);

03 - load this MAX file into 3DSmax2008 and load an animation via GR2 import (image 3);

04 - select the appropriate bone and change it's name (in the <Modifier> panel);


At this point you might want to change the pivot point of this bone.
Please refer to 3DSmax manuals / tutorials on how to do this.


05 - select all objects (bones and geometry), and export as NiF including the animation (image 4);

06 - check the NiF file and the model's animation in NiFskope (image 5);

07 - import the NiF file into 3DSmax7 (image 6);

08 - at this point you may have to create a new multi-material, in order to get the textures right  ( to get that done I used info from  this page );

09 - export the animation as a new GR2 file (only the animation data and only the 'model' reference, not the 'model' data);

10 - open the SMD file from step one in Notepad, find the node name "Sword_Joint" and change it into "Weapon_Joint";

11 - import this SMD reference file in Archangel and save as HoMM.V mesh file;

12 - again, load this SMD file into 3DSmax7;

13 - Eventually change the pivot point of the appropriate bone the same way as with the animation.

14 - export the skeleton as a new GR2 file (only the 'model', ie. reference AND data);

15 - create a new mod directory structure and place the new files.

Note that you have to change all animations, so repeat steps 03 to 09 for all animations.
These steps are an outline, the actual process is too detailed to describe here. In case you get stuck somewhere I'll help out.

Tools used:
- Archangel 0.4;
- 3DS max 7;
- 3DS max 2008;
- Cannonfodder's Half-Life 2 SMD import/export plugin for 3DSmax;
- NiFtools NiF import plugin for 3DSmax7;
- NiFtools NiF export plugin for 3DSmax2008;
- NiFskope;
- NWN2 'Expotron' plugin (GR2 exporter) for 3DSmax7;
- NWN2 MDB / GR2 import plugin for 3DSmax2008.
(note that I didn't use the FBX file format for the exchange between the two 3DSmax versions. That is because I still haven't found a way to use it properly, because of the many versions of this format).


image 1: Nosfaratu's 'Sword_Joint' in Archangel.


image 2: Nosfaratu imported as SMD in 3DSmax7, with 'Sword_Joint'.


image 3: Nosfaratu with it's 'attack00' animation in 3DSmax2008.
Nosfaratu now has a 'Weapon_Joint' instead of a 'Sword_Joint'.


image 4: The NiF export configuration (export from 3DSmax2008).


image 5: Nosferatu in NiFskope. Note that you can browse the node-tree in NiFskope to find the altered 'Weapon_Joint' and it's parameters.


image 6: The NiF import configuration (import into 3DSmax7).
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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted June 01, 2010 11:52 PM
Edited by Pesmontis at 17:50, 02 Jun 2010.

Warcraft III

I'm currently investigating how to convert Warcraft III creatures into HoMM.V creatures. I will report my findings and the tools I used here:

3DSmax7 Warcraft III Creature Conversion Guideline for HoMM.V

This is one of the models I'm working on:


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morten8035
morten8035


Hired Hero
Necromancer
posted June 02, 2010 03:28 PM

It wold be cool to convert the headcrab from Half-Life 2

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archwarl0ck
archwarl0ck


Adventuring Hero
Dank memesiah
posted June 02, 2010 03:30 PM

The WC3 models are sure nice, but lack polygons comparing to H5.
Pesmontis, could you try converting WoW models? I guess the engines are similar.
____________
I have a knack for perceiving things - I can see how it sounds, I can feel how it sings

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted June 02, 2010 05:35 PM
Edited by Pesmontis at 17:52, 02 Jun 2010.

Half-Life 2 and WoW

I've got the tools for both Half-Life 2 and WoW, but I couldn't find a decent model..
For HL2 it I can't decompile MDLs.
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Miru
Miru


Supreme Hero
A leaf in the river of time
posted June 02, 2010 09:44 PM

I think you would be better off using models from WC3 for the overland map, and corresponding models from WoW for in combat, as far as polygons are concerned.
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted June 03, 2010 12:55 PM

It's obvious than when we say "Use warcraft 3 models into Homm.V" it means first improve textures and mesh Of course conversion won't be automatic : before importing in H5, we improve the model and texture quality to make it fit into H5 3D engine
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the complete and homogen NCF
library.

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