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Posts from NCF – Extended list of Neutral creatures. Auto-translated

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#2587
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Pavlinho
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So, the effect doesn't move with the creature? And during the flight-jump, the creature is headless? And then the head returns to its place? On the new cell?
Well, that's the second problem.

That is, the head disappears, and the model grows (screenshots were taken before the jump and during the jump - the model has definitely grown).
In short, we'll do without the jump, because there were also plans for upgrades with a spiky back and armor, which would add even more effects.
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#2588
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Aha, now I see, I didn't notice it at first... maybe it's better this way? It seems scarier somehow? ))
In reply to fktifzobr
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#2589
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Well, that’s the second problem. That is, the head disappears, and the model grows (screenshots were taken before and during the jump – the model has noticeably grown). In short, we’ll do without the jump because we were also planning upgrades with a spiky back and armor; that would create even more effects.

In my opinion, this buzzing sound can be avoided by removing the jump, but instead, we could add, for example, a draining effect.
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#2590
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Pavlinho
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So, the effect doesn't move with the creature? And during the flight-jump, is the creature headless? And then the head returns to its place? On the new cell?

During the jump, there's a separate model. So, even if you give Fire Demons a jump ability from Elder Demons, the model will change to that of an Elder Demon during the jump and revert back upon landing.
The same thing happens with Ents; during the rooting animation, the model of an Ancient Ent changes to that of a new Ancient Ent, which has its own animation set.
Therefore, if you give Wild Ents the rooting ability, they will turn into Ancient Ents during the rooting animation.
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#2591
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Waterfall_13
Well, let it be. But why does the model increase in scale? And is it impossible to change this "jumping" model to the desired one in some files without damaging the basic version?
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#2592
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Waterfall_13
During the jump, they have their own model. So, even if you give a jump ability to fire demons from the elder demons, the model will change to that of the elder demon during the jump and revert back upon landing.
The same thing happens with ents; during the rooting animation, the model of the ancient ent changes to that of a new ancient ent, which has its own animation set.
Therefore, if you give wild ents the rooting ability, they will turn into ancient ents during the rooting animation.
No, it's some kind of glitch; the model didn't change here (it was already large, and the animations just shrunk it to a normal size), and I also played with a mod that changed zombies into mummies; they could also jump, and the model didn't change.

Added 5 minutes later
Rakshasas could also jump in Warlords.
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In reply to fktifzobr
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#2593
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No, it's some kind of nonsense; the model didn't change here (it was initially large, and the animations shrunk it to a normal size), and I also played with a mod that changed zombies to mummies; they also jumped, and the model didn't change.

Added 5 minutes ago
Rakshasas also jumped in Warlords.

Well, then it seems I had some kind of bug related to jumping.

As for the increase in size, I think it's simple. The jump effect has its own size, and it differs from the size of the creature. That's why, at the moment the effect is applied, the model increases in size; when the effect ends, the model returns to its original size.
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#2594
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Waterfall_13
Well, it seems I had some kind of bug in my jump plan.

As for the scaling, I think it's quite simple. The jump effect has its own size, which is different from the creature's size. That's why, at the moment the effect is applied, the model scales up, and when the effect ends, the model returns to its original size.
No, it's simpler – this is a model without animations; here's a screenshot. The model is large, but it doesn't affect the game (if there are no jumps). Animations reduce its size.
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#2595
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Ah, you mean that when exporting from a 3D program, a larger version of the model was saved to the model file, while a smaller version was saved to the animation files? And that's why we see this difference during a jump?

Added after 32 seconds
So, to prevent the head from disappearing during a jump, it needs to be attached in 3D, not with an effect.
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#2596
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Pavlinho
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Ah, you mean that when exporting from a 3D program, a larger version of the model was saved to the model file, while a smaller version was saved to the animation files? And that's why we see this difference during a jump?

Added after 32 seconds
So, to prevent the head from disappearing during a jump, it needs to be attached in 3D, not with an effect.
Yes, but forget about it, someone else will be eating corpses. Someone else will work on the jump.
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#2597
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Pavlinho
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Ah, do you mean that when exporting from a 3D program, a larger version of the model was saved to the model file, while a smaller version was saved to the animation files? And that's why we see this difference during a jump?

Added after 32 seconds
So, to prevent the head from disappearing during a jump, it needs to be attached in 3D, rather than using an effect.
By the way, Zobr (can I call you that?), could you create a couple of creatures based on horned demons to replace the Imps?
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#2599
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You can use Zobrom, but I don't have any skull models for demons, and I wanted to use other monsters for them.
Do you have any ideas for creatures with the models of horned and cave demons for NCF?
In reply to AstralLein
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#2601
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AstralLein
I'm next in line. Zobr is currently busy with my order.
So, that means I'm next.