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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»
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted December 30, 2009 09:31 PM
Edited by Gnoll_Mage at 21:32, 30 Dec 2009.

Okay. WindBell, it does kind of look like you've got the wrong version. Did you try the latest one?
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WindBell
WindBell


Hired Hero
posted December 31, 2009 06:46 PM

Quote:
Okay. WindBell, it does kind of look like you've got the wrong version. Did you try the latest one?


Thanks for your help.
I use G3D 8.00 beta 2 instead, now there're only  a few duplicated errors. In summary , only two : no definition for "toneMap" and "Color3"

Error 3 error C2065: 'toneMap' : undeclared identifier e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 806 grtest3
Error 4 error C2227: left of '->setEnabled' must point to class/struct/union/generic type e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 806 grtest3
Error 16 error C2065: 'toneMap' : undeclared identifier e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 983 grtest3
Error 17 error C2227: left of '->beginFrame' must point to class/struct/union/generic type e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 983 grtest3
Error 18 error C2065: 'toneMap' : undeclared identifier e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 985 grtest3
Error 19 error C2227: left of '->prepareLighting' must point to class/struct/union/generic type e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 985 grtest3
Error 20 error C2065: 'toneMap' : undeclared identifier e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 986 grtest3
Error 21 error C2227: left of '->prepareSkyParameters' must point to class/struct/union/generic type e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 986 grtest3
Error 22 error C2065: 'toneMap' : undeclared identifier e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1044 grtest3
Error 23 error C2227: left of '->endFrame' must point to class/struct/union/generic type e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1044 grtest3
Error 24 error C2039: 'color' : is not a member of 'G3D::GuiText' e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1059 grtest3
Error 25 error C2228: left of '.rgb' must have class/struct/union e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1059 grtest3
Error 26 error C2039: 'color' : is not a member of 'G3D::GuiText' e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1063 grtest3
Error 27 error C2228: left of '.rgb' must have class/struct/union e:\documents and settings\Xjokdeds\my documents\visual studio 2008\projects\homm5modelviewer\main.cpp 1063 grtest3



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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 02, 2010 06:07 PM
Edited by Pesmontis at 17:07, 03 Jan 2010.

I just quickly checked main.cpp and it seems to me you have to check the G3D library for the 'toneMap' object: check whether it can be accessed/created and if so, try to create such an object explicitly.
Otherwise you simply might try marking out the lines in which a 'tonemap' is refered.

About my tool, I'm not sure whether to create a separate topic.

Anyway, work is still in progress as can be observed in the picture:



This is to illustrate that I built in bone-visualization.
I've also added submesh-selection, and I'm currently working on the mechanism for quick texture replacement (texture 'rotation').

When I finish that I'll release an alpha version.
[edit] I've finished texture selection, so here's the alpha version:

http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.1.Alpha.rar

Archangel.v0.1.Alpha

Please note that this is really an alpha version, primarily meant for testing two things:
- opening HoMM.V creature meshes;
- 3D display.
The package contains a readme file and a TBD file, so please read those first, otherwise you might expect too much of this version.

btw. Crazypill has sent me some additional code for extracting Granny skeletons, and this is in the process of becoming a stand-alone C++ standard-call DLL.


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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted January 04, 2010 06:07 AM
Edited by Psatkha at 06:10, 04 Jan 2010.

Cool! Very nice tool!

P.S. This tool also has been tested on WinXP SP3.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 04, 2010 02:28 PM

Amazing, keep the good work !
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the complete and homogen NCF
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 04, 2010 02:47 PM

Wow, this is great. Please keep development going - since Nival are never going to provide one, I'd really love a working viewer/importer!
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 05, 2010 09:22 AM
Edited by Pesmontis at 13:24, 09 Jan 2010.

Biara

Thanks guys :-)

I'm currently working on a direct bone importer and the SMD exporter.
btw. The released version of my tool cannot show the entire 'Biara' creature, and it probably also doesn't work on other Hero creatures.
This has been fixed, so the next release will be able to properly load Biara.

Psatkha, I've been told that you have been able to edit HoMM.V creature meshes, is that true?

Other than that I've seen Gnoll Mage's Sun Warrior, which makes me curious about editing bone names. If that would be possible, it would open up a lot of new options for creature's weapons I guess..

Cheers,
Pesmontis

[Edit]-The baseline SMD exporter function is ready. The tool produced an SMD file with bones and vertex bindings (vertex weights). I'm currently testing this SMD file with two different importers: Cannonfodder's SMD importer plugin v0.1a for 3DSmax7 and Chris Cookson's Half-Life SMD Importer script v1.0. Unexpectedly, the latter gave me the best results, though all vertex weights are set to 1. This script also works with gmax.
Using the Expotron Gr2 plugin for 3DSmax, I created a new GR2 file which - loaded into Granny Viewer - was able to play an original animation.
Unfortunately I still haven't been able to load an HoMM.V GR2 animation directly into 3DSmax7.

[Edit][Edit]-The baseline direct bone importer is ready. As Crazypill told me, the bone orientation is represented by a quaternion. For the SMD output I'll have to convert this into three socalled Euler angles. I've done this before, it plainly involves doing the math, though any info regarding axes-systems in Granny and / or SMD would be of great help.

[Edit][Edit][Edit]-Today I tested 3DSmax2008 GR2 animation import: it works!
Now I should be able to test the HoMM.V modeling pipeline (for modders, that is ;-)
A proposed pipeline may look like this:
(1) Create a new animated creature, preferably in 3DSmax7 or 3DSmax8;
(2) Export the creature's animation(s) to GR2 file(s), using the Expotron plugin;
(3) Export the creature's skeleton to a GR2 file, using the Expotron plugin;
(4) Export the creature's mesh and vertex weights to an SMD reference model (using Cannonfodder's SMD exporter v2.03);
(5) Use 'Archangel' to convert the reference SMD into an HoMM.V mesh file (TBD).

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festuc
festuc


Adventuring Hero
Modding
posted January 11, 2010 03:06 PM

Very very insteresting,God job!

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted January 11, 2010 05:21 PM
Edited by Psatkha at 17:21, 11 Jan 2010.

Pesmontis do you saw this site ?

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 12, 2010 03:00 PM

GR2decode

Hey guys, thanks again :-)

Yes Psatkha, that site got me going with respect to the various 3DSmax versions, and it made me decide to use the Half-Life SMD file format as the intermediate conversion result. Besides, CrazyPill also read this site, and he gave me useful source code for importing GR2 skeletons directly into 'Archangel'.

Did you see my question to you btw. ?
(I've been told that you have been able to edit HoMM.V creature meshes, is that true?)

atm. Not much is new, I'm currently working on the tool's internals like file loading sequence etc.
If you have an idea about smartly loading all kinds of HoMM.V files, then please tell me: at this point it's still possible to implement user-friendly steps. Furthermore it's nicely freezing over here, and I'm spending a lot of time 'on ice' (can't tell a Dutchman not to go skating ;-)

To not keep this post text-only and dull, here's somthing to contemplate:



This pic. shows:
- boobs (always nice);
- a GR2 mesh-and-skeleton file loaded into GrannyViewer (the file was created with 3DSmax7);
- the skeleton is rotated by an awkward angle. This is the first (!) result of the conversion of the original GR2 bones' quaternions into Euler angles for the SMD export by 'Archangel' (and import into 3DSmax).

Doesn't it look promising for a first result?

Cheers,
Pesmontis

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Psatkha
Psatkha


Promising
Known Hero
H5 MODder
posted January 13, 2010 05:20 PM

Quote:
Did you see my question to you btw. ?
(I've been told that you have been able to edit HoMM.V creature meshes, is that true?)


Pesmontis I have not understood the essence of your question!

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 13, 2010 06:02 PM

OK, well, let's see, how shall I put it..
In HoMM.V a creature consists of (a) mesh(es), a skeleton, textures, animations, AIgeometry,
plus a lot of references to abilities, spells & such.

Modders have been able to:
- combine meshes;
- edit textures;
- exchange animations, and;
- edit all kinds of XML (XDB) references and data.

But this is not what I was asking about.
What I'm asking about is changing a single creature's mesh file. This is because other modders gave me the impression that you actually did this.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted January 13, 2010 07:59 PM

Quote:
conversion of the original GR2 bones' quaternions into Euler angles

Jesus. No wonder no one broke it before, you're doing amazingly good job here Long life H5!
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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 14, 2010 10:28 PM

conversion

Thanks Warmonger :-)
Actually, when I started programming (in 2000), a guy called Delphi asked me to do the same thing for his tool HWSE (for 'Homeworld', see my website).

atm. The skeleton orientation comes out OK in GrannyViewer,
but.. I'm having a bit of trouble with the scale of Biara's skeleton,
and some test results show that not all vertices are bound to bones, for instance with the TotE Wizard (the little guy with the turban, riding an elephant). I can't yet tell whether this is due to my tool or due to the plugins I'm using with 3DSmax7.
The Infernal Succubus comes out alright though (in GrannyViewer).

I guess I'll just start making a HoMM.V mesh export option in Archangel, and leave the testing to you guys ;-)

Cheers,
Pesmontis


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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 15, 2010 12:18 AM
Edited by Lepastur at 00:20, 15 Jan 2010.

I-CANT-BELIEVE-MY-EYES!!! Guys, guys... Have I understood well or am I missing something? As for the pics which could be seen, it seems the community will be able finally to create self models into the game, right? And even with animations?! I really can't believe this is happening, it's so amazing! To good to be true, are there any hidden trick or something? I know this is a work in progress but it looks very very promising. I do believe that you: Pesmontis, Psathka, CrazyPill and the rest ones I forget; deserve a gold statue somewhere.
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Torre de Marfil Foro / Portal - La Comunidad
hispana más completa sobre la saga Might&Magic.

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 15, 2010 04:01 PM

Torre de Marfil

Hey Lepastur,

Nice of you to show up here, I've just tried to get an account @ Torre de Marfil, to post there and to point here. Stupid thing was I got a '403 Forbidden' error when I tried to activate my account, can you do somit about that?

O well, maybe it's easier to just start a new thread there, I can read spanish but I have to rely on Google and Babelfish for writing spanish.
btw. My first name is Pedro, and people easily think I'm fluent in that language..

Yesterday I did some more tests with the Matron, the Priestess, the ShadowWitch, and the BloodyWitch. Funny thing is, only the scale of the BloodyWitch's skeleton comes out right (as does the skeleton of the InfernalSuccubus), while these four creatures are almost the same..

Furthermore, here's a pic to show the TotE Wizard trouble:

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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 15, 2010 10:15 PM
Edited by Lepastur at 22:16, 15 Jan 2010.

I've just sent you an HC message to solve your problem with our site, and I'm very pleased you liked it! About the project, congratulations for your investigation and thanks to post that wonderful previews! Nevertheless, it still miss something, and it's the answer to the main question: is all of this true? will be able to model creatures and to export them into the game? I'm (almost) architect and have some 3D modelling basic knowledge, so I'm pretty interested in this project and I'll be glad to help you in anything I can when I have some free time.
____________
Torre de Marfil Foro / Portal - La Comunidad
hispana más completa sobre la saga Might&Magic.

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 16, 2010 05:50 PM
Edited by Pesmontis at 23:15, 18 Jan 2010.

Quote:
.. when I have some free time..


Yeah, isn't that always the question ;-)
I would very much like to see your model, in order to check whether it's 'rigged' properly. Rigging is the process of building a skeleton for a mesh and assigning all vertices to the skeleton's bones.

Uhm.. with regard to helping out, the first thing you want to have is a 3D modeling app.
Preferably 3DSmax7, because it can use a Granny2 exporter plugin for the skeleton and animation files (the socalled 'expotron' plugin).

If you know of another 3D modeling app. which can do the same, then please let me know.

Next thing you want to use is Half-Life SMD import- and export functionality with your 3D modeling app.
A guy called 'Cannonfodder' (and a guy called 'Wunderboy') created this kind of functionality for varios versiones of 3DSmax.

That would be your set-up. The rest can probably be supplied by 'Archangel'. Of course I'm not entirely sure whether new creatures for HoMM.V will actually work in-game, because noone has yet created one (noone to my knowledge).
The only thing I can say sofar is that the conversions involved look very feasible, and I haven't encountered unsolvable problems yet, which makes me very optimistic.

There are however at least two things I've seen which might cause trouble. One is that the GR2 exporter can export application specific data. With application specific I mean for instance specific to Maya, or to 3DSmax. With GrannyViewer you can see that the HoMM.V skeletons were made with Maya.
Two is that HoMM.V TotE uses a game-specific granny2.dll, which carries the signature of Nival. This could mean that Nival changed the GR2 file format for TotE.
As of yet this is only speculation, but worst case this could seriously hamper modder's creature development. One positive note here: atm. Archangel has been capable of converting at least two TotE heroes into GrannyViewer-readable GR2 files (the 'Wizard' and 'Kujin' (mounted)).
atm. They both display the correct animation behavior in GrannyViewer (yes, I solved the problems from my previous post).

On the other hand, there's two things I've seen which make our lives a bit easier. One is that the max. number of bones in a skeleton is 256, and the other is that the bone-names don't seem to matter at all (at least not in GrannyViewer).

[Edit]-With respect to the bone-names I found out yesterday that there's xdb files for effects which specifically refer to a bone name.. I'm not quite sure whether I want to look into effects @ all, but maybe I'll have to..

[Edit][Edit]-Someone pointed me to THIS thread..
Can anyone please explain to me what's going on here?
I mean, is there some 'holy secret' involved in this HoMM.V mesh-conversion?
And if so, why (t.h.)?!
atm. I'm programming an HoMM.V mesh writing function from scratch, which is really not that difficult, but the more people test this kind of thing, the better!
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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 18, 2010 11:30 PM

If there is one, it's so secret nobody knows about it. I believe TSoD created those models using Psatkha's method (http://psatkha.narod.ru/crazypill.html). As far as I'm aware it only applied to adding inanimate buildings or tweaking existing creature meshes, though. As of now NO all-new creatures or animations have ever externally been added to the game.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Pesmontis
Pesmontis


Adventuring Hero
status revoked
posted January 19, 2010 05:01 PM
Edited by Pesmontis at 17:02, 19 Jan 2010.

Quote:
.. using Psatkha's method (http://psatkha.narod.ru/crazypill.html)..


O dear, I completely forgot about that tutorial.
I guess that's because I never tried it (I don't have Maya 6.0).
Sorry if I offended anyone..

It's strange that you have to cut out the skeleton from the import. Isn't it possible to just leave it & reference an existing original skeleton after importing?
Or does importing require some additional Granny2 tools?
(in order to distill a GR2 skeleton from the offered Maya binary,
 directly @ import)..


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