Posts from RTF is a global modification that replaces all towns in the game.
Do we need Ashan?
Today I added leg armor and replaced the horse's armor; now the most difficult part is the sword.
Since all the armor is from Warcraft, I would like the sword to be from Warcraft as well, but here's the problem – all the swords for humans are short... and in general, there aren't many swords in Warcraft; the most suitable ones are the katanas of the Master Swordsman, Samuro, and the Evil Master Swordsman.
There are also elven swords, but they are very ornate.
There is an option to make something similar to a Zweihander – a blade, an unsharpened section in a sheath, a handle – that is, this structure of the sword allows you to lengthen any sword, but I haven't found anything that looks like this sheath...
Well, there is also an alternative option – an axe on a long shaft; there are plenty of axes, and long handles too. This unusual choice of weapon is related to the city of cultists – they have a racial artifact, which is an axe. The idea is that this is an ancient weapon from the era when humanity was at its peak; the axe is imbued with dark magic, which is not directly related to the sea god, but it suits him. Perhaps the Death Knights have their own axes with different effects.
A large axe also sounds good, and a modified beak on a long handle could also work, like a kind of lucerne hammer.
Added 4 minutes ago
No, I can't. There is no scale parameter in the game, and to change the size of the model itself, you also need to change the animations (probably). I don't know, I can't do it.
But wouldn't the Latnik Sword be a good basis?
Great Axe also sounds good, and a modified beak on a long handle could work, like a lucerne hammer.
the Latnik sword is suitable, but there is, for example, a steel sword from Skyrim that doesn't differ in structure and also fits, but they won't fit the Warcraft armor visually
That's a pity. I just remember that there is a connection with the skeleton/animation. If you tried to apply the Titan's animations to another creature, you might remember how it swells to enormous sizes. And those that are more or less compatible (Earth Elementals) can pass for their giant version, with such an animation. 🤔
this is all garbage, it distorts the units, even closely related models can suffer from this, for example, Nicholas cannot fully clench his fist in the Latnik animation, the archer fits well with the monk and peasant animations, but his neck stretches - I think this is an acceptable flaw, it's worse with the dwarves - the javelin thrower with the mountain defender animations gets bent fingers, and his eyes sink deep into his head, the skirt is not animated, the rest of the combinations are usually unsuitable
once I saw a unit on the Rakshasa princess model with the Rajah animations, due to the huge number of attached models, I couldn't figure out what the flaws were - an incomprehensible Polish genius X) in another of their models, I saw an archer-monk
Added 4 minutes ago
Too bad. I just remember that there's a connection with the skeleton/animation. If you've tried applying the Titan's animations to another creature, you might remember how it swells to enormous sizes. And those that are more or less compatible (Earth Elementals) can pass for their giant version with such an animation. 🤔
P.S. The skeleton is made for the model and is directly attached to the model, even if the names of the bones match for different models, their basic poses (in silhouette) may not match, which means that the bones will move the model differently....
of course, it might be too early to show it, but they are showing the process, right?
(I do the same, so I don't judge) I'm glad the process is going well, it looks good 👍Added 3 minutes later
read this thread starting from page 280, where there are posts about the Yeti... unfortunately, I forgot whether I only increased the model or only the animations, or both together, but it was done in a 3D program, and then the scaled-up/scaled-down model was exported into the game...
P.S. the skeleton is made for the model and is directly attached to the model, even if the names of the bones match for different models, their basic poses (in silhouette) may not match, which means that the bones will move the model differently....
maybe it's too early to show, but they are showing the process, right?
The Anvil is completely useless. Try putting it next to your computer chair and sitting like that for a week; you'll break all your legs. It's better to replace the Anvil with a short elf in a jester's outfit standing on all fours, or just remove it altogether.
The anvil is completely impractical. Try putting one next to your computer chair and sitting like that for a week; you'll break all your legs. It's better to replace the anvil with a short elf in a jester's outfit standing on all fours, or just remove it altogether.
I think you can get used to it; you'll just relax on the throne and put your feet on the anvil.
Added 1 minute ago
You won't break an elf's legs while you're getting used to it.
I think a mage holding a throne in the air, if necessary, can move an anvil with the power of his mind and put it back in place.
You don't need to spend mana on an elf; he'll crawl away on his own, just wave your hand. You just don't need to feed the anvil.
Added after 41 minutes
elf slaves are, of course, a staple.
I've started working on the upgrade, but I don't know how to design it yet – with crystals or bats. If the abilities are magical, then the former would be better, but I haven't come up with the abilities yet.
Only by reading and watching your "Creation Chronicle" does one begin to understand how difficult it is to create new units. You are one of those who did not abandon their modding skills and did not cast them aside. This deserves great respect.
For example, the helmet is the helmet of a Warcraft captain with the wings removed; I didn't have to think about it for long. Then, the armor of a knight, the pauldrons of Muradin, the greaves of a captain, etc. A lot of time is spent browsing through models, and even more time is spent adjusting textures. I try to combine them into one file and edit the models accordingly so that everything looks good – the Valkyries and warriors didn't require this, but it's a rather pleasant and meditative process)).
Now, a problematic period is beginning – the obviously suitable models are running out, and I need to think about what to use. For example, the visor of the helmet is the iron front of a steam tank