cool beans, i linked to it from the model
not on discord
but don't let that stop you from uploading it in the icon section
trying a different texture
did you just blue yourself?
uhhh i think the ones you already placed on the map won't change their size, you'd have to remove and place them again
you can just use rock archway or opened gate pathing texture, the definitions won't be the same but you won't have to export and edit anything
@Stefan.K sounds similar to "Vivisector: Beast Within" https://www.youtube.com/results?search_query=vivisector+beast+within+gameplay
what about that awkward way with mountain giant's war club ability, there's a guide somewhere
that little bit of hair on his chin
sorry, no idea, i've barely used them
mdlx converter but i think the version in the tools section is outdated and there's a newer one someone on the forums
here, i also added attachment points and collision shapes
try putting "alternate" in this field in object editor
you should create a second set of attachment points with names like "head alternate ref", "hand right alternate ref" etc
once you do that game...
i had no idea why it was like that so i reattached helmet to a different bone and then attached it back to head bone and it looks okay now?
i also made both textures use the empty path (without the "war3mapimported"), deleted the unused animation frames, added missing attachments...
in matrix eater you go to "edit/delete model components" (ctrl+e), animation tab, press "leave all", check "clear pre-existing animations" and...
yeah i thought about it, but then i looked at how units that burrow don't have alternate deaths and decided not to bother with it either
here, i didn't test them in-game, so report back if there's any bugs
first i made sure that all relevant bones between priest_portrait and wretched peasant had the same names, then i used matrixeater's animation...
here, try it and tell me if there's anything wrong/weird with it
i know what you're talking about, i had one like that on my phone in like 2005 but i can't remember the name
maybe it can be done like how some spells work in-game, for example, anti-magic shell? its model has three sets of animations: regular (x1 size),...
let me know if i broke anything
well then you should've added [solved] to thread name
i'm glad it's ogre
@loktar you mean these things? i thought they did nothing (maybe it's just a bug in magos though)
if you're using it as a unit then it should rotate
try it, tell me if you're unhappy with something and i'll see what i can do
@Wa666r makes cool custom races, he is racist
i don't get it, do you just want it like this?
footman is facing 270 degrees
do you also want it to rotate in the direction it's...
i used @Ujimasa Hojo's optimized model so credit him
let me know if i messed something up with them
all the girls say so
i didn't really test it though so tell me if there's something wrong with it and i'll see what i can do
reforged tore the heart outta this community
so it requires fiddling in notepad or in those scary magos menus? does there exist a one-click way to fix it a-la "recalculate extents"...
during "decay bone" parts of the tails, wings and jaw get snapped/attached to closest units around based on the order they were placed in...
i think this bug happens when there's less geoset extents than animations or if there's vertices not attached to bones
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