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

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Do we need Ashan?
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In reply to fktifzobr@mail.ru
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10 years ago
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fktifzobr@mail.ru
No, I think it depends on the model's height.
That's strange, the model is higher than the icon. Okay, I'll try a different method.
In reply to Wizard Necromancer
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10 years ago
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Wizard Necromancer
It's strange, the model is positioned higher than the icon. Okay, I'll try a different approach.
What model is it, if you don't mind sharing?
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10 years ago
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What model is it, if it's not a secret?
I believe these are new mines. :)
In reply to WizardNazyr
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10 years ago
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WizardNazyr
I believe these are new mines. :)
Yes, they are. :) All the models are ready, but the flying faction icon at the bottom ruined everything.
In reply to Wizard Necromancer
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10 years ago
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the old hairstyle was better (the last two options aren't very good)
you say the picture isn't visible... damn... well, basically, there are white patterns that glow in the dark
And most importantly - what are those angles piercing through the hair (the angles look like a standing collar from a shirt)?
In reply to Wizard Necromancer
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10 years ago
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Wizard Necromancer
Yes, they are. :) All models are ready, but the flying faction icon at the bottom ruined everything :(
You can make the model an effect, and the "main" model transparent; I did that with three dwarven dwellings.

Added 24 minutes later
SRD
The old hairstyle was better (the last two options aren't very good)
You say the picture isn't visible... darn... well, basically, there are white patterns that glow in the dark
And most importantly - what are those angles piercing through the hair (the angles look like a standing collar from a shirt)
The angles are a piece of the old wings; everything will be fine once we replace them.
In reply to fktifzobr@mail.ru
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10 years ago
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fktifzobr@mail.ru
You can make the model an effect, and the "main" model transparent; I did this with three dwarven dwellings.
I do the same, but it's a bit difficult to do with some buildings.
In reply to fktifzobr@mail.ru
10 years ago
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You don't know how to raise the faction icon near the captured building?
No, I think it depends on the model's height.
That's strange, the model is higher than the icon's position. Okay, I'll try a different method.
It changes here:
Model -> Geometry -> BestFitPoint
screenshot http://rghost.ru/6G74gGCLC
In reply to JonnyP
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10 years ago
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JonnyP
it changes there
Model -> Geometry -> BestFitPoint
screenshot http://rghost.ru/6G74gGCLC
Thank you! I'll try it now. :)

Added 33 minutes later
It works! :)
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10 years ago
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I've made a resource mod. There are 2 remaining unsolvable problems. The icons for some resources are incredibly low-quality, and there is an issue with the meteorite crater. It was placed instead of a gemstone mine. The problem is that you can walk through half of the crater (enter inside the model). It cannot be made smaller because it needs to be large, and when attempting to make this part impassable, the building becomes uncapturable :( I could use some help with these problems.

P.s. Since fktifzobr@mail.ru is currently updating the Faceless, I'll quickly grab the wings and post them here.

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10 years ago
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Excellent! Thank you!
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10 years ago
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Wings of the Faceless One. Change the format from .sav to .zip. If any problems arise (a distorted model or something similar), let me know, and I'll fix it. I made it in a hurry and might have missed some model imperfections.
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1 file attached • Total size: 5.0 MB
In reply to Wizard Necromancer
10 years ago
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Wizard Necromancer
...there's an issue with the meteorite crater. It's placed instead of a gem mine. And the problem is that you can walk across half of the crater (enter inside the model). I can't make it smaller because it needs to be a decent size, and if I try to make that part impassable, the building becomes uncapturable :( I could use some help with these problems.

Based on the screenshot of the tab:
blocked Tiles - impassable areas of the object
active Tiles - the contact cell of the object (there can be several; then, when capturing, the hero will go to the nearest cell to capture the mine, dwelling, etc.). It should not be blocked by blocked Tiles
hole Tiles - cells on which the texture of the ground surface is removed (used to create craters, etc.)
Each cell needs to be assigned X and Y positions relative to the center of the model (e.g., x=4, y=-3).
In reply to JonnyP
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10 years ago
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JonnyP

Based on the screenshot of the tab:
blocked Tiles - impassable areas of the object
active Tiles - contact cell of the object (there can be several; when capturing, the hero will move to the nearest cell to capture a mine, dwelling, etc.). It should not be blocked by blocked Tiles.
hole Tiles - cells where the texture of the ground surface is removed (e.g., to create craters).
Each cell needs to be assigned X and Y positions relative to the center of the model (e.g., x=4, y=-3).
This is understandable, but if you increase the "impassable" area for standard objects, they may block passages on some maps.
In reply to fktifzobr@mail.ru
10 years ago
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fktifzobr@mail.ru
That's understandable, but if you increase the "impassable" area of standard objects, they can block passages on some maps.
Where did you get this information? The built-in generator still generates flawed maps with blocks and shifted guards, but it doesn't overlap objects.

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