No, I think it depends on the model's height.
Posts from RTF is a global modification that replaces all towns in the game.
Do we need Ashan?
It's strange, the model is positioned higher than the icon. Okay, I'll try a different approach.
What model is it, if it's not a secret?
I believe these are new mines. :)
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)?
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
Yes, they are. :) All models are ready, but the flying faction icon at the bottom ruined everything :(
Added 24 minutes later
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)
You can make the model an effect, and the "main" model transparent; I did this with three dwarven dwellings.
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.
Model -> Geometry -> BestFitPoint
screenshot http://rghost.ru/6G74gGCLC
it changes there
Model -> Geometry -> BestFitPoint
screenshot http://rghost.ru/6G74gGCLC
Added 33 minutes later
It works! :)
P.s. Since fktifzobr@mail.ru is currently updating the Faceless, I'll quickly grab the wings and post them here.
Screenshots
The archive will contain a .pak file.
...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).
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).
That's understandable, but if you increase the "impassable" area of standard objects, they can block passages on some maps.

