Well models look great. But the models that I looked into Ranger, Archer had some problems Archer bone weighting on the Back robe is incorret seems to me depended on Quiver position. Rifleman model have those walking on the wall vertically, seems like stand animation or other have misplaced key frame when starts animation the that holds rifle on the far end is twisting. In other words there is where to improve the models for sure, requires closer look.
Cool! If you can correct the problems with the models they will be perfect. Among the already told bugs i found this two: The grunt Stand animation is not continous it looks like if it would leap back and all the models have wrong selection sphere (you can't select them just one by one or holding shift and clicking on them again one by one) . It seems to me that these are problems created by startool as the footman didn't have the same problems.
I didn't check that out, but since I've gone and looked at them again I've noticed none of them have attachment points, target volumes, or hit tests. Not sure if this is an issue with Startools export or not.
I didn't check that out, but since I've gone and looked at them again I've noticed none of them have attachment points, target volumes, or hit tests. Not sure if this is an issue with Startools export or not.
I havent noticed those things but if exporting blindly then it wont add such things by default. HitTestTight must be added by any means. HitTestFuzzy generated by the game itself if not added.. no clue how heavily it takes the game calucations for selecting the unit...
Ah, right, I may have skipped over those steps for these new ones. I had them converted over to Startools format months ago and hadn't picked em back up till now. I'll add in proper attachments and hit tests to them while I get to the fixes. I'll keep updates on this thread when I release the newer versions
Just a heads up, I've updated all the recently released units. Hopefully many of the issues have been resolved.
If there are any animations that are wonky, please don't hesitate letting me know, and I will do my best to address it. Since these units are using rigs from Warcraft 3, some of them will have wonky animations. It's something we'll have to bear for now.
Archer model for bow used HitTestFuzzy box shape better would be replaced with cylinder as in the StarTools tips said that its better for calculations, less complex(Sphere > Cylinder > Box/Square).. Plus seems like The model size is ridiculously huge like Arrow model too.
Rifleman animations Stand Ready, Spell model rotation incorrect (whole model rotated to one side more). Fidget animation at the Start or End have incorrect hand rotation on rifle. Attack animation shouldnt loop?
I've tried to use archer model and it works cool, and there are things wish you modify:
1. Scale down its size with 0.15 multiplier.
2. Slow down walk animation with 0.1 multilier.
3. Add target attachment (or maybe it's target volume) to give projectiles a target to fly to instead of origin.
I took a major break from 3D stuff, making use of the summer while it's still here. Just came back from vacation, so I'm slowly getting back into SC2 stuff.
I've been workin on revamping some of my character textures. Here's a progress shot on the Mage so far.
I took a major break from 3D stuff, making use of the summer while it's still here. Just came back from vacation, so I'm slowly getting back into SC2 stuff.
I've been workin on revamping some of my character textures. Here's a progress shot on the Mage so far.
Amazing as always :) Does it have attachment points at the end of the staff, and in the hands?(the fireball in warcraft 2 comes from the end of the staff)
Well models look great. But the models that I looked into Ranger, Archer had some problems Archer bone weighting on the Back robe is incorret seems to me depended on Quiver position. Rifleman model have those walking on the wall vertically, seems like stand animation or other have misplaced key frame when starts animation the that holds rifle on the far end is twisting. In other words there is where to improve the models for sure, requires closer look.
Hey Triceron how is this model coming along, would like to see it in game :)
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
Cool! If you can correct the problems with the models they will be perfect. Among the already told bugs i found this two: The grunt Stand animation is not continous it looks like if it would leap back and all the models have wrong selection sphere (you can't select them just one by one or holding shift and clicking on them again one by one) . It seems to me that these are problems created by startool as the footman didn't have the same problems.
@Domper: Go
I didn't check that out, but since I've gone and looked at them again I've noticed none of them have attachment points, target volumes, or hit tests. Not sure if this is an issue with Startools export or not.
I havent noticed those things but if exporting blindly then it wont add such things by default. HitTestTight must be added by any means. HitTestFuzzy generated by the game itself if not added.. no clue how heavily it takes the game calucations for selecting the unit...
Ah, right, I may have skipped over those steps for these new ones. I had them converted over to Startools format months ago and hadn't picked em back up till now. I'll add in proper attachments and hit tests to them while I get to the fixes. I'll keep updates on this thread when I release the newer versions
Decal spots on the units would be greaaat
Just a heads up, I've updated all the recently released units. Hopefully many of the issues have been resolved.
If there are any animations that are wonky, please don't hesitate letting me know, and I will do my best to address it. Since these units are using rigs from Warcraft 3, some of them will have wonky animations. It's something we'll have to bear for now.
@Triceron: Go
I'll check out the updated ones tomorrow and let you know.
Archer model for bow used HitTestFuzzy box shape better would be replaced with cylinder as in the StarTools tips said that its better for calculations, less complex(Sphere > Cylinder > Box/Square).. Plus seems like The model size is ridiculously huge like Arrow model too.
Rifleman animations Stand Ready, Spell model rotation incorrect (whole model rotated to one side more). Fidget animation at the Start or End have incorrect hand rotation on rifle. Attack animation shouldnt loop?
@Triceron: Go
I've tried to use archer model and it works cool, and there are things wish you modify:
1. Scale down its size with 0.15 multiplier.
2. Slow down walk animation with 0.1 multilier.
3. Add target attachment (or maybe it's target volume) to give projectiles a target to fly to instead of origin.
It's all fixable in game, just takes time.
@Triceron: Go
Hey Triceron, any news about your works?
I miss those Warcraft models too. Can't wait to see more stuff.
@TheTorrasque: Go
Still say wc3 beta dreadlord is needed.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
You mean this http://www.hiveworkshop.com/forums/resource_images/7/models_6470_screenshot.jpg ?
I remember seeing pics of them with two pairs of wings.
http://warcraft.ingame.de/cms.php?id=94152
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Hey all
I took a major break from 3D stuff, making use of the summer while it's still here. Just came back from vacation, so I'm slowly getting back into SC2 stuff.
I've been workin on revamping some of my character textures. Here's a progress shot on the Mage so far.
@Triceron: Go
Amazing man textures look great!
Amazing as always :) Does it have attachment points at the end of the staff, and in the hands?(the fireball in warcraft 2 comes from the end of the staff)
Really good model and good textures, is it worked in Zbrush or other software?