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RTF is a global modification that replaces all towns in the game.

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#3975
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Pavlinho
Okay, here's an archive with 2 files: an FBX model with a skeleton and a TGA – a texture map. You can apply the cyclops' diffuse texture to it; it should match pretty well (about 90%), so you won't have to redraw the cyclops' head and teeth. However, you'll need to redraw the body and appendages... I checked the files, but if I made any mistakes, let me know.
Awesome! Let's see what comes out of it. I'm currently sorting through the models from *The Dwarves*, and then I'll check out the cyclops.

Added 17 minutes later
Pavlinho
Ah, I see...
In *Rome 2*, I once transferred the animation of a human to the animation of an elephant, so that there would be two people on the elephant: a driver and an archer. Well, I'm not a 3D master, and I got tired of doing it because, at least in *Rome 2*, as far as I know, the skeleton needs to be a single whole. If you take the animation of one skeleton and attach it to the root bone of another, the animation gets distorted. I had to use some tricks... Well, there were about 30 animations to connect.
It's easier in *Heroes 5*. You can attach an effect to the animation of a unit; usually, these are various lights or glowing effects, like the light on a druid's staff. But there are also models – the same druid summons a magical circle model, and it has its own animation and, accordingly, its own skeleton. Each of these models is defined in a separate text file (ModelInstance), and you can also specify a bone for attachment in it, if you want, but that will be permanent. For example, if an elephant falls during its death animation, the archer won't notice and will continue to stand or lie in the howdah, even if the floor is perpendicular to the ground
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