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Heroes of Might and Magic 6

Post questions about game models here, or help out others!
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

Voila!
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Thanks Karpati, MrAdults for the help!
Next step animations and perhaps parenting info if it's there. : D
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Re: Heroes of Might and Magic 6

Post by Antonkf »

Did you make this with the script that is in your dropbox (6.77kb, 14 april)? I tried to open Sarah with it, but all the bones seem to be misplaced :(
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

Just my luck, I import the wrong bonedata set.
Animations use the data with spastic monkey bones.
richter
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Re: Heroes of Might and Magic 6

Post by richter »

Hello all,

Well I managed to import and export the 3D models of this game(Noesis script), but when I do import 3d models for 3d max, UV maps does not appear in the correct size.
They appear like a small point that I can not make your resizes so I can't view or modify.

Can anyone tell me what can I do to solve this problem?

Thank you in advance.


Edit: I managed to find the problem. But I'm not able to do the import of "Celestial" and "Celestial_upg". Every time I try, it just makes the importation of swords without the body. Could anyone help me solve this?

Thank you in advance. :)

Richter.
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

Could be the file has 2 models in it and the swords are a seperate model.
I didn't finish the script due to lack of time.

There is another Haven creature with the same issue.
richter
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Re: Heroes of Might and Magic 6

Post by richter »

I understand. No problem. :) Thanks for responding. And thank you for creating this script. ;)
Demonsangel wrote:Could be the file has 2 models in it and the swords are a seperate model.
I didn't finish the script due to lack of time.

There is another Haven creature with the same issue.
Karpati
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Re: Heroes of Might and Magic 6

Post by Karpati »

richter wrote: But I'm not able to do the import of "Celestial" and "Celestial_upg". Every time I try, it just makes the importation of swords without the body. Could anyone help me solve this ?
Did you try the latest version of 3D Object Converter ?
http://3dconverter.webege.com/develop
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Pesmontis
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Re: Heroes of Might and Magic 6

Post by Pesmontis »

Demonsangel wrote:The missing information:

10 bytes (unknown)
3x4 floats (X,Y,Z positions)
3x4 floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)

How are you parenting your bones?
You are using the data which I first thought to be bonedata (I'm assuming this because of the extra 25 unknown bytes) but I couldn't find any parenting data for them and using these as absolute offsets didn't work either.
Have you checked the chunk with ID "355020" ?
At least that chunk holds the bone names.
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Re: Heroes of Might and Magic 6

Post by Drawing »

But the noesis script in the first message load texture or i need another script?
Demonsangel
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

Pesmontis wrote:
Demonsangel wrote:The missing information:

10 bytes (unknown)
3x4 floats (X,Y,Z positions)
3x4 floats (scale factors ?; usually about 1.0; I don't use these values)
4x4 floats (Quarternion X,Y,Z,W values)
25 bytes (unknown)

How are you parenting your bones?
You are using the data which I first thought to be bonedata (I'm assuming this because of the extra 25 unknown bytes) but I couldn't find any parenting data for them and using these as absolute offsets didn't work either.
Have you checked the chunk with ID "355020" ?
At least that chunk holds the bone names.
It's really weird. There are 2 chunks that could be bones, but 1 isn't compatible with what seems to be animations.
There are also 2 chunks that sometimes hold "bone names" one is typically above and the other below the material chunk. But both are not always present in the file and the "namecount" doesn't always match up with "bonecount".
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Re: Heroes of Might and Magic 6

Post by Pesmontis »

Demonsangel wrote:.. but 1 isn't compatible with what seems to be animations..
Not all bones have to be animated.
I guess a model typically holds more bones than an animation.
Demonsangel wrote:.. There are also 2 chunks that sometimes hold "bone names" one is typically above and the other below the material chunk. But both are not always present..
I can only recommend checking the models for obvious differences. For instance, does every model have an effect like a weapon-glow or hair-on-fire?
Demonsangel wrote:.. the "namecount" doesn't always match up with "bonecount"..
Maybe some bones are just dummies w/o a name.
Also, what you interpret as 'bones' might be a mix of skeleton parts (used for skinning, ie. with vertex weights) and 'other points' (like spawn points for effects).
I guess it depends on the amount of structs you find in each chunk: the model hierarchy probably includes more than just skeleton parts.
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

Pesmontis wrote:
Demonsangel wrote:.. but 1 isn't compatible with what seems to be animations..
Not all bones have to be animated.
I guess a model typically holds more bones than an animation.
Demonsangel wrote:.. There are also 2 chunks that sometimes hold "bone names" one is typically above and the other below the material chunk. But both are not always present..
I can only recommend checking the models for obvious differences. For instance, does every model have an effect like a weapon-glow or hair-on-fire?
Demonsangel wrote:.. the "namecount" doesn't always match up with "bonecount"..
Maybe some bones are just dummies w/o a name.
Also, what you interpret as 'bones' might be a mix of skeleton parts (used for skinning, ie. with vertex weights) and 'other points' (like spawn points for effects).
I guess it depends on the amount of structs you find in each chunk: the model hierarchy probably includes more than just skeleton parts.
The bones in the picture on the top of this page are less in number than the animation seems te require. The second "bone chunk" seems to have the appropriate amount, but I'm not able to import them, the armature doesn't align the model at all.

I was looking at the bone names back then, but I had to stop due to an internship and exams.
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Re: Heroes of Might and Magic 6

Post by richter »

Thank you for pointing out this very interesting tool. :) But I found out where is the 3D model of the Angel. It's called "Ghost_Celestial.gobj." The ones I mentioned earlier are just swords.

Thanks again for taking your time to try to help me. :)


Richter.
Karpati wrote:
richter wrote: But I'm not able to do the import of "Celestial" and "Celestial_upg". Every time I try, it just makes the importation of swords without the body. Could anyone help me solve this ?
Did you try the latest version of 3D Object Converter ?
http://3dconverter.webege.com/develop
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Re: Heroes of Might and Magic 6

Post by Demonsangel »

I had another look at the format and I "figured out" the correct boneset data.
However, it looks weird to me how some bones are moved to the root bones' position (it looks asif a lot of bones are linked to the root bone, but they're seperate bones). The thing is, all the "endbones" are in the correct position and they're parent-child relative.

Working on the animation data at the moment.

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Re: Heroes of Might and Magic 6

Post by Pesmontis »

.. it looks asif a lot of bones are linked to the root bone, but they're seperate bones..
It would be interesting to know the names of these specific bones.
In the example of the bat, two of these bones seem to be attached to the claws, as if the 'bat' might 'grab' something..
Maybe a 'bat' might grab another bat (?) by it's wings -> i.e. using another two of those specific bones to attach to (those that extend from the wings).
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