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Posts from RTF is a global modification that replaces all towns in the game. Auto-translated

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In reply to fktifzobr
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#3959
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[email protected]
I remembered an old idea, to turn a cyclops into a somewhat classic beholder. Then a bunch of problems arose, for example, the head doesn't hang in the center, but on the edge of the square, there's nothing to cover the hole after removing the body, and it's problematic to add eyes on stalks (although now I think they aren't very important).

Does anyone have any ideas in general about the unit, about its implementation?

Perhaps, to center the head, you need to either shift the skeleton relative to zero, or use animations? And to cover the hole, you could pull the cyclops out, close the hole in 3D, and put it back in...
In reply to Waterfall_13
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#3960
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Waterfall_13

And does the beam reach across the entire arena? I once tried to make cyclops shoot, but it didn't work.
You can get the beam from the Lich; you just need to correctly set the firing point.

Added 2 minutes ago
Pavlinho

Perhaps, to make the head centered, you need to either shift the skeleton relative to zero, or use animations? And to close the hole, you can pull out the cyclops, close the hole in 3D, and put it back in...
I don't work with animations and skeletons, and I'm not very good at modeling in general (
I only work with visual effects.

Added 2 minutes ago
In VK, they suggest adding a large head effect that will cover the empty space and immediately eliminate the holes on the back of the head; for now, this is the optimal option.
I didn't consider it because I wanted to preserve the animated face, but in principle, the jaw can be attached separately from the head
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#3961
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The beam will stretch across the entire arena if you configure the Shot file; it will be similar to the effect used by the Lich.
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In reply to fktifzobr
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#3962
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[email protected]
You can get the beam from a Lich; you just need to set the firing point correctly.

I made one with the Lich's beam... the targeting bugs out and sometimes aims at the wrong enemy (like the effect from the Death Cloud). Plus, there were times when I shot at one enemy, but another one ended up taking the damage... And the funny thing is, I got the beam from the "Demilich," which is the alternative version that doesn't have the Death Cloud effect.

I actually like the red beam from the Cyclops... but it needs to stretch from the eye to the enemy, even if the enemy is far away, like 10 squares away.
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In reply to Waterfall_13
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#3963
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Waterfall_13
[
I was doing it with the lich's beam... targeting the enemy is buggy and sometimes it stretches to the wrong one (like the effect of death cloud). Plus there were times when you shoot at one, but another ends up taking the damage... And the funniest thing is that the beam was taken from "Demilich" — that's the alternative one which doesn't have the death cloud effect.

Actually, I like the cyclops' red beam... but it needs to stretch from the eye to the enemy even if they're 10 tiles away.
I don't remember the specifics of the lich's shot, but I've already used their beam for the cultists' evil eye, seemed fine

there's also this point here — maybe the bug isn't in the shot, but in the unit — I for example sometimes forget to fix projectile hit points for units, then for instance a shot can fly over the head of a dwarf (if I took a big unit as a base)

the smoke from the lich's shot I think is tied to the line <StrikeEffectID>SPELL_ABILITY_DEATH_CLOUD</StrikeEffectID>, only liches have it
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#3965
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I tweaked the Cyclops model a bit to make it resemble Zloboglaz... it's not finished yet; more appendages need to be added. The texture isn't drawn for the part that the Cyclops didn't have (the Cyclops texture is just placed on it to give it color), but the bone attachment is there, which is easy enough – either attach it to the head or the jaw (the lower appendage)....
Question for [email protected] – will the model be useful?
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In reply to Pavlinho
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#3966
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Pavlinho
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I did some tinkering with the Cyclops model to make it look more like the Evil Eye... it's not finished yet; more appendages need to be added. The texture isn't drawn for the part that the Cyclops didn't have (the Cyclops texture is just placed on it to give it color), but at least the bone attachment is there. Fortunately, it's quite simple – either attach it to the head or the jaw (the lower appendage)....
Question for [email protected] - will the model be useful?
That's really cool! If it's not too much trouble, could you send it in fbx or obj format?

I can't guarantee anything will come of it, but it has potential. cool
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#3967
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[email protected]
It turned out great! If it's not too much trouble, could you send it in fbx or obj format?

I can't guarantee anything will work, but it has potential.cool
It's not a problem, I'll finish it and send the file. However, I won't be able to help with inserting it into the game – I've never done that before. Also, someone will need to finish the texture.
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#3968
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Pavlinho
It's not difficult, I'll finish it and send you the file, but I won't be able to help with inserting it into the game – I've never done that before, and I'll need to ask someone to finish the texture.
I think we can add something ready-made to the back of the head, for example, the back of a troll skull from Skyrim, but it will still need to be retouched.
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#3969
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I finished the model, now I'm working on the UV mapping. The cyclops's head, which I took from another cyclops model, will remain as is, so I can just recolor the rest without changing the head (although I could recolor it if I wanted to). But I won't finish it today; I'm tired. I just had to fix a mistake I made earlier, which I didn't notice when I was attaching the appendages. I accidentally merged two of the cyclops's teeth into one.
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#3970
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Awesome! 🥰 By the way, the Poles apparently used animations of the water elemental, scaled and reoriented, for the animation of the snakes on Medusa's head. In theory, you could do the same with the tentacles here.
In reply to L'Garold
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#3971
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L'Garold
Amazing! 🥰 By the way, it seems the Poles used animations of the water elemental, scaled and oriented according to the position, for the animation of the snakes on Medusa's head. In theory, you could do the same with the tentacles here.
But here, the eye is already hanging on the skeleton of a cyclops... how can you combine it with the elemental animation?
P.S. I'm a complete newbie in Heroes modding, maybe it can be implemented somehow, I don't know...
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#3972
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Okay, here's the 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 don't have to redraw the cyclops' head and teeth from scratch. However, the body and appendages will need to be redrawn... I checked the files, but if I made any mistakes, please let me know.
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#3973
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2 **Pavlinho

** Probably, they tied one skeleton to the bones of another. But I don't know how it's done. If I understand correctly, comrade Zobr does many such things simply brilliantly.
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#3974
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L'Garold
2 Pavlinho

Probably they were tying one skeleton to the bones of another. But I don't know how it's done.
If I understand correctly, comrade Zobr does many such things simply brilliantly.
Ah, so that's how...
In Rome 2, I once transferred the animation of a human to the animation of an elephant, so that there were two people on the elephant, a driver and an archer....well, I'm not a 3D master, I got tired of doing it, because at least in Rome 2, as far as I know, the skeleton has to be a single whole, and if you take the animation of one skeleton and attach it to the root bone of another, the animation is distorted, so I had to use tricks......well, I had to connect about 30 animations....