Skip to content

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

3.9 (28 ratings)
Open
Do we need Ashan?
73 voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
In reply to Pavlinho
User Avatar
#4277
Auto-translated
Pavlinho
The yeti's death animation... it seems to be one of the shortest, but I was so tired of making it....I came up with the movements myself....

Added 3 minutes ago
For the "hit" animation, which is, as far as I remember, the recoil after attacking a creature, I will try to derive it from this one. Only instead of the yeti falling at the end, let's have it recoil backward, then shake its head (as if shaking off splashes), and return to the starting pose....But I haven't figured out how to make the attack look better yet....
Not bad 👍 The attack is tricky... or just keep it simple... in principle, nothing too flashy is needed – both the demon and the bear simply hit with their paw; the demon has a punch and an overhead claw strike (the bear does the same); let the yeti also hit with its paw.

I generally don’t like long attacks; for example, the Orc’s attack from Heroes VII is my nightmare – he shouts, and then hits; at high game speed, the sound of the hit lags significantly, as if he should shout and hit for two seconds, but the sound of the hit is delayed by a second.

Added 8 minutes ago
There is the same problem with sweeping attacks; this was already the case with the Landsknecht from Heroes VII – he stands in a stance for a moment, and then strikes with a sweep; the sound of the mace (a short crunch) was lagging, but with the sword, it works well – the long sound vvvvzzzhhhjuuuuu fits perfectly
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#4278
Auto-translated
Well, it would be better to have two attacks... the first one – a left-hand strike, the second – a right-hand strike... but of course, with variations, and not just a mirror image...

Added 40 seconds later
Pavlinho
The yeti's death animation... it's one of the shortest, but I struggled to make it.... I came up with the movements myself....

Added 3 minutes later
I'll try to create the "hit" animation (which, as far as I remember, is the recoil after attacking a creature) based on this one, but instead of the yeti falling, it will recoil backward, then shake its head (as if shaking off splashes), and return to the starting position.... I haven't figured out how to make the attack look better yet....
It turned out great!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
User Avatar
#4279
Auto-translated
And doesn't the game support two different attack animations? I mean, specifically the "attack" string. So, when you click "attack," does the game randomly choose one of the two animations?
In reply to Pavlinho
User Avatar
#4280
Auto-translated
Pavlinho
But does the game support two different attack animations? I mean, specifically the "attack" string. So, when you click "attack," does the game randomly choose one of two animations?
Some creatures can have more than one attack animation; they are usually called attack00 and attack01. One of them is used for the creature's normal attack, and the other is used as a counterattack. For example, cave demons definitely have two attack animations. In one attack, the cave demon attacks by swinging its sword sideways, and in the other, it attacks from top to bottom.

Сценарии:
"Холм мертвецов"
"Священное древо"
In reply to IchGViji
User Avatar
#4281
Auto-translated
IchGViji

Some creatures may have more than one attack animation; they are usually called attack00 and attack01. One of them is used for the creature's normal attack, and the other is used as a counterattack. For example, cave demons definitely have two attack animations. In one attack, the cave demon attacks by swinging its sword sideways, and in the other, it attacks from top to bottom.
Hmm... I think I was focusing on the cyclops... there seems to be only one "attack" there... so, does every creature have a normal attack and a counterattack? I haven't played in a long time, so I don't remember...
In reply to Pavlinho
User Avatar
#4282
Auto-translated
Pavlinho
But does the game support two different attack animations? I mean, specifically the "attack" string. So, when you click "attack," does the game randomly choose one or the other animation?
Yes, stir can also be double.
They are marked as attack00 and attack01.

Double attack
For example, a beast bites and kicks.
A knight swings vertically and horizontally.
A minotaur swings one axe vertically to the ground and two horizontally.
A cave lord does the same; the list could go on, and almost all dragons have two animations.

In the add-ons, units almost always have one attack animation; I think only the goblin shaman hits with its head and foot, but upgrades often have different animations.

Stir00 is almost always single, but the knight hero has two animations - one when the knight looks around, and another when the horse shakes its neck... or twitches, I don't know.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to IchGViji
User Avatar
#4283
Auto-translated
P.S. And if there’s only one visual animation for an attack, does the creature use it for both a regular attack and a counterattack?
In reply to Pavlinho
User Avatar
#4284
Auto-translated
Pavlinho
P.S. And if there's only one visual animation for the attack, does the creature use it for both the regular attack and the counterattack?
The game doesn't differentiate between a counterattack and a regular attack; it just randomly assigns animations.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to Pavlinho
User Avatar
#4285
Auto-translated
Pavlinho
Does the game actually support two different attack animations? I mean, specifically the "attack" string. So, when you click "attack," does the game randomly choose one of two animations?
Yeah, and it would be awesome to give the Yeti two attacks and two spells – that would be amazing!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
User Avatar
#4286
Auto-translated
I won’t promise… first, I need to finish the necessary minimum… PS, a question: what animation plays when a creature is slowed down, blinded, or (is there such a thing?) frozen? Is it always the same IDL animation?

PPS, it might be a silly question, but please excuse me for not remembering basic things… I haven’t played Heroes for a million years )))

Added after 3 hours and 27 minutes
How do you like this “hit” animation? A recoil effect, like after an attack…
User Avatar
#4287
Auto-translated
Idles are always performed solo (with the exception of the goblin shaman); a second idle animation is only used for cutscenes. The hit animation is a bit weak; if the unit is four squares in size, it works well – such a large creature won’t even notice the impact, but a single-square unit would look strange when a knight stabs it with a spear or a devil punches it. In Heroes, only one unit has such an exaggerated hit animation – the Titan. Its size allows for it; it’s amusing that a stronger unit (the fire dragon) gets knocked back more – it has to step back with one leg when the Titan just sighs and barely moves. Funny hit animation also belongs to the Cyclops; it feels the impact but waves it off as if it were a mosquito.
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#4288
Auto-translated
I'll take another look with a fresh perspective... but I generally assume that a unit is a "large creature," occupying 4 squares...
P.S. Of course, it's clear that conditional fairies will cast their "Hive" spell, and the unit will slightly move, but if a Knight charges, the creature should fly away completely... but the damage is the same for everyone....

Added 5 minutes later
P.S. Should the amplitude be larger?
In reply to fktifzobr
User Avatar
#4289
Auto-translated
[email protected]
In Heroes of Might and Magic, there were 2 "Zloboglaz" bosses: the Red Eye of Madness, which resided in an abandoned dwarven fortress, and the Eye of Terror, whose location I don't remember. However, the first "Zloboglaz" was very memorable because I accidentally found this fortress, barely cleared it, killed the boss, and didn't get any useful loot because this dungeon was intended for the individual quest of the Rune Priest – it was a fantastic disappointment and utter suffering.
Such a "Zloboglaz" was popular with Ugrug.
Attachments 1
1 file attached • Total size: 367.1 KB
In reply to Pavlinho
User Avatar
#4290
Auto-translated
Pavlinho
I won't promise anything... first, I need to finish the necessary minimum... PS, a question: what animation is played when a creature is slowed down, blinded, or (is there such a thing?) frozen? Is it the same IDL animation?

PPS, it might be a silly question, but please excuse me for the fact that I haven't played Heroes for a million years ))) and I might not remember some basic things...

Added 3 hours 27 minutes ago
How do you like this "hit" animation? A recoil effect, like after an attack...
Very cool, concise hit animation... especially since the Yeti will be a large creature...
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1