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 fktifzobr
User Avatar
#4337
Auto-translated
fktifzobr@mail.ru
I can't say anything about other creatures, but there probably are some. For example, the cyclops moves its head from left to right, which means there should be a silly head-bobbing animation, but I don't know, I haven't paid attention.
So, for example, a unit puts its paw down, and this paw slides forward? Is that what you mean by "slipping"?
Well, I don't know how to fix it other than by re-exporting the animations.
Well, only the animations.
Hmm... there's a problem with the IDL... not knowing exactly how the engine links animations, I don't know how to fix this idiotic paw movement...

Yes, slipping is when the body moves and the paw that is on the ground moves with it, as if it's not the ground but ice... You need to fine-tune the number you mentioned for the MOVE setting. Because if you look closely at the video, even the front paws are slipping, if I'm not mistaken... and I checked, I only have a slight slip in 3ds Max for the rear paws...

Then I'll re-export it again, increase it... I just don't know what percentage to set. Maybe 130% of the small yeti, what do you think? P.S. I'll also fix it for the rear paws now, so they don't "slide."
In reply to Pavlinho
User Avatar
#4338
Auto-translated
Pavlinho

fktifzobr@mail.ru is to blame )) I'm scolding you, but I noticed that in my 3D Max, the feet slightly slip ))) haha, I'm such an idiot - I checked it 100 times and still didn't notice.
lol, I'm not offended, I remember how people struggled with the animations from the seventh game, it's just that "move" is pure sliding in place, and there was no way to fix it in the game itself.

Added 4 minutes later
Pavlinho
Hmm... there's a problem with the IDL... not knowing exactly how the engine links animations, I don't know how to fix this idiotic paw movement...

Yes, sliding is when the body moves and the paw, which is on the ground, moves with it, as if it's not the ground but ice... you need to fine-tune the number you mentioned for MOVE... because if you look closely at the video, even the front paws slide, unless I'm hallucinating... and I checked, I only have a slight slide in 3D Max for the rear paws...

Then I'll re-export it again, increase it... I just don't know what percentage to set... maybe 130% of the small yeti, what do you think? P.S. I'll also fix it now for the rear paws so they don't "ride".
I think we can leave the idle animation as it is for now, but if it's really annoying, we can remove the paw movement and turn this animation into stir01.

I'll write about the size now.

Added 7 minutes later
Yes, 130 is a good size.

P.S. In the map editor, you can increase the size of some objects up to 200%, but only for decorations on the map. This is a decorative object with a yeti model and animation, I wasn't sure until I saw it
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#4340
Auto-translated
fktifzobr@mail.ru
Okay, I'll redo it to 130 now.

So, in Heroes 5, is IDL a kind of connecting element between animations?

P.S. I remember modding Attila: Total War, there was a special animation for linking animations, it filled the gaps/transitions between animations, and it served to smoothly blend one into the other, etc. It was called "missing anim," and it consisted of very simple movements (as far as I remember), almost a basic skeleton pose.

And here, it seems that's the role of IDL...

P.P.S. And what other animations can have 2 instances? STIR and Attack? Hmm, maybe we should make the current IDL the second STIR, and remove the hand movement for the new IDL?
In reply to fktifzobr
User Avatar
#4342
Auto-translated
fktifzobr@mail.ru
lol, the Yeti is already the size of a unicorn, and it's going to be a monster.

But how can a unicorn be smaller than a Yeti and take up 4 squares????? And the Yeti only takes up one?

Added 1 minute later
Oh yeah, and also, if you turn an Idol into a Stir, is it okay that it's twice as long?
In reply to Pavlinho
User Avatar
#4343
Auto-translated
Pavlinho
fktifzobr@mail.ru
Okay, I'll redo it to 130 now.

So, does IDL in Heroes 5 act as a kind of link between animations?

P.S. I just remember modding Attila: Total War, there was a special animation for linking animations, it filled in the gaps/transitions between animations, and it served as a way to smoothly blend one into the other, etc. It was called "missing anim," and it consisted of the simplest movements (as far as I remember), almost a basic skeleton pose.

And here, it seems that IDL has that role...

P.P.S. And what other animations can have 2 instances? STIR and Attack? Hmm, maybe making the current IDL the second STIR and removing the arm movement for the new IDL would work.
To be honest, I don't create animations, only effects for them, so I don't analyze how things work. I only started thinking about transitions today. In general, units just sway from side to side, so it's not that noticeable, but here the fist rotates.

I think the idea of a new IDL and a second STIR is good, but if it's too much work, don't do it, or do it later, and I'll work on the voice acting for the existing animations in the meantime (tomorrow).

Added after 50 seconds
Pavlinho

Ah yes, and also, if the IDL is turned into a STIR, will it be a problem that it's twice as long?
No, that's fine, I think it will work well.

Added after 4 minutes
Pavlinho

And how can a unicorn be smaller than a yeti and occupy 4 squares????? And the yeti only one?
I think its tail takes up a lot of space, and overall, when it stabs with its horn and kicks with its hooves, it uses all the available space.

But if a unit stands compactly, it can fit normally on one square, for example, the Orcish Warchief - he's so big that all the peasants stab him in the groin with pitchforks, but mechanically they are the same size.

Added after 30 seconds
Okay, I'm going to sleep
Мои мини-моды

Мод RTF

Мои NCF существа
User Avatar
#4344
Auto-translated
So, you choose one cell or four? I don't quite understand...

It would take about 10 minutes to rework it. I've already reduced the idle animation – the future stir animation is almost twice as short, and it will be slightly longer than the first stir animation. I'll also remove the paw animation from the idle animation now.

P.S. Thanks for the pack and the advice!
In reply to Pavlinho
User Avatar
#4345
Auto-translated
Pavlinho
So, you choose either one cell or four? I don't quite understand...
Yes, it doesn't depend on the model size; you can change the CombatSize in the peasant's characteristics from 1 to 2, and he will stand in the center of four cells, remaining as small as before, or you can set the leader to 4, or the Rakshasa to 1.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr
User Avatar
#4346
Auto-translated
fktifzobr@mail.ru
yes, this doesn't depend on the model size; you can change the CombatSize in the peasant's characteristics from 1 to 2, and he will stand in the center of four cells, remaining as small as before, or you can set the leader to 4, or the Rakshasa to 1.
Well, I'll do a re-export, make it a little bigger, and re-export the corrected animations anyway... and then it will need to be placed on 4 cells )) better on 4.
User Avatar
#4347
Auto-translated
new animations, increased by 130 percent from the small yeti
stirD - the second animation for STIR 2
Attachments 1
1 file attached • Total size: 353.4 KB
User Avatar
#4348
Auto-translated
2.531 is a more or less adequate number for animated MUV, maybe it can be made even more precise... I couldn't do it with the formula because my 3D Max is not set to meters.

Added after 17 minutes
Here's how it turns out...
In reply to Pavlinho
User Avatar
#4349
Auto-translated
Pavlinho
2.531 is a more or less adequate number for anim MOVE, maybe it can be made even more precise.... I couldn't do it by the formula because my 3ds Max isn same set to meters..

Added after 17 minutes
so this is how it turns out...Hello, can we already Download this monkey?
User Avatar
#4350
Auto-translated
Zobr and Pavlinho – great work, I salute you! It looks fantastic! It doesn't fall behind most of the game's original animations. It might seem a bit slow, but considering it's a large neutral creature, it won't affect the gameplay. As they said online when I was in university, "you guys are awesome," I'm delighted 🥰👍👍👍
In reply to Pavlinho
User Avatar
#4351
Auto-translated
Pavlinho
2.531 is a more or less adequate number for an animated MUV; maybe it can be made even more precise... I couldn't do it using the formula because my 3D Max isn't set to meters...

Added 17 minutes later
It turns out like this...
Beautiful!
However, it needs to be made into a truly magnificent yeti, and for that, it needs a second attack - with its right paw!
Since it's a creature from a bygone era...
С уважением, Psatkha (Псатха)

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

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1