Archangel Manual



The text in this manual is written with multiple conventions, used to specify all kinds of GUI elements of the programs described.
The brackets <> are used to indicate command buttons, menu options, or tabs.
Quotes and double quotes indicate names or literal text.
Words with capitals indicate names used in the programs (eg.
Material Editor).
For GUI elements without names, the pop-up text is
sometimes used for identification (eg. the "Diffuse Color" drop-down list).


Steps to export and view an HoMM.V model




example directory set-up for HoMM.V 3D modeling
My directory set-up for 3D HoMM.V modeling, as an example.











The Gmax way of handling SMD files is already described in a Gmax SMD import and export tutorial
( http://forums.taleworlds.com/index.php/topic,13615.0.html ).
This quickstart will continue with a short tutorial for 3DSmax7.


Loading an SMD file in 3DSmax7 with Cannonfodder's plugin


Cannonfodder's SMD import plugin options


3DSmax's 3D viewport after initial SMD import
3DSmax's 3D viewport after initial SMD import,
showing complete obfuscation of the model by the bones..


3DSmax's Front viewport after initial SMD import
3DSmax's Front viewport after initial SMD import,
showing the selected (white) model behind the bones.

3DSmax sidepanel Display tab


3DSmax sidepanel Display tab link options



Select "Bone" to hide the bones

3DSmax sidepanel modify tab 3DSmax modifiers list - skin modifier
3DSmax automatically switched to “edit skin” mode


Select a bone in the list of bones


3DSmax automatically switched to “edit skin” mode.

Select a bone in the list of bones to display it's envelope and it's linked vertices.


painted vertex weights
3DSmax 'painted' vertex weights.

linked vertices for one bone
3DSmax 'linked' vertices for one particular bone


  • If you want to know exactly how much a particular vertex is influenced by a particular bone, then you can open the vertex weights table by clicking on the button <Weight Table> in the sidepanel (see right image).
    Note that you'll have to know quite well what you're looking for if you want to edit weights here. I used this table to verify vertex weights handling by various import plugins. This table is not available in Gmax 1.2;

vertex weights table button


If all the bones are in the right place, and 'skinning' looks alright, then 'rigging' the model is finished.

Before exporting the model as a Granny2 file, the only thing left is to import the textures, and checking whether the model is properly textured.

toolbar Material Editor button



material picker eyedropper tool


Loading and baking vertex colors

Archangel has an option to dump the vertex colors in a TGA image file, upon loading an HoMM.V mesh file.
To activate this option, go to the Options menu by selecting <Tools><Options> from the program menu.
The Options window will appear.
Click the <Model> tab, and tick the checkbox “Export vertex colors on load”:


Archangel export vertex colors on load option


The process of creating the TGA file(s) will take some time, because the vertex colors are interpolated across all triangles in UV-space, and because the TGA images are very large: 2048 x 2048 pixels.

For each mesh part, one TGA image is created, which might result in TGA files that can be merged.

This will happen in case one texture is used for more than one mesh part.

Actually merging such TGA images will be left to the modder, because you'll probably want to scale down the images anyway.
For these actions I suggest you use Photoshop or PaintShop Pro or The Gimp or DeepExploration or whatever.

With the current beta version Archangel 0.4, in order to use these TGA images as textures in 3DSmax you have to flip them vertically.


TGA file with dumped vertex colors
Archangel dumped vertex colors
of the Orc Shaman (flipped vertically).


3DSmax and Gmax 1.2 have a utility called 'Assign Vertex Colors', which can pick-up colors from a texture map and assign it to each vertex.
The color which will be assigned is the color at the UV-coordinate of the vertex.

model with vertex color maps in 3DSmax



Assign Vertex Colors option 01 Assign Vertex Colors options 02

model with assigned ('baked') vertex colors in 3DSmax


model showing both vertex colors and texture in 3DSmax


The picture below shows the model without the vertex colors.

textured model, no vertex colors


Exporting the 'rigged' model as a Granny2 file

Granny Export Settings initial view


Granny export untick animation options


Granny export untick meshes options


Granny export tick options for smdimport mesh 01

Granny export tick options for smdimport mesh 02


Using GrannyViewer to check out HoMM.V animations

Make sure you gave your selection of HoMM.V animation files the extension “.gr2”, otherwise GrannyViewer won't be able to see them.

GrannyViewer lit model view


GrannyViewer showing textures and vertex colors


GrannyViewer showing vertex colors only



If you want to see the bones, go back to the Main Menu and click <Skeletons>.

Tick the option <Bone Connectors>: the bones will appear as white lines on top of your creature in the 3D view.






List of programs able to load and display Half-Life SMD files1
The ones I did not test are listed in grey.


1http://kathar.net/hl2modding/applications.php

2Cannot load SMD vertex weights properly, only assigns “1” and “0”;

3As (1): it cannot load SMD vertex weights properly;

4Seems to have only a limited SMD import capability;

5I couldn't get it to work with XSI Mod Tool 6.01..;