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Medieval Models [request] (please read)

  • 8 posts
    #1 Dec 07, 2011 at 18:16 UTC - 0 likes

    Hey, I'm working on a turn based combat map and desperately require 'medieval' (think World of Warcraft / Warcraft 3) themed units. I was very upset to browse the Assets section and only find one suitable Footman model (thanks to Triceron).

    All models require attack, walk, run and death animations. If they require otherwise, I will specify so.

    In order of most needed: Archer - pretty self explanatory. Will require two attack animations (both ranged) Templar - heavily armoured swordsman Knight - heavily armoured swordsman on a horse. Crossbowman - pretty self explanatory, slightly heavily armoured, two attack animations (melee and ranged) Skirmisher - Something like the Colonist.m3 with a slingshot attacking animation. Warrior - Something like the Colonist.m3 with maybe an axe or spear attack animation. Cleric - Something like the Colonist.m3 except wearing white robes with a heal animation. Mage - Above, but perhaps Red or Black robes with two spell casting animations (one of which is channelled) Thief - Something like the Colonist.m3 however, maybe with a cape and a crouched/sneaky walk animation. Assassin - As above with sneak animation, with a melee and a ranged attack (either throwing knife or shortbow) Flying Machine - Think along the lines of Warcraft 3 Gyrocopter. Griffon Rider - As above, except the lines of a Griffon Rider? :p

    Okay, so now you know what I want. I am fully capable of modelling, animating and texturing these models myself, except time constraints don't allow me to create the map (which is my passion), alongside my 3d work (my career and job).

    If anyone can point me to such assets which already exist and are freely available or a way to contact their creator, that would be equally amazing. At the very least I require the model and animation, I can texture them with place-holders diffuse + normals while the map enters public testing during which time I can perfect the textures and finalise the map.

    Of course, full credit where any credit is due. I understand this is quite a big ask, but really? The assets contained almost nothing I required.. and medieval is quite a 'broad' subject...


    #2 Dec 07, 2011 at 22:04 UTC - 0 likes

    U're lucky, I Just uploaded some models

    If you need anything else - let me know.

    #3 Dec 07, 2011 at 23:22 UTC - 0 likes

    @Zolden: Go

    As great as this is, Zolden, it would appear that many of the models are lacking animations? Or perhaps my m3 import/exporter is failing to properly translate them? If I remember correctly I'm using NiNtox's one that has been around since the beta of SC2.

    Edit: on further investigation, some of the models do infact have the m3 - sequences (walk, stand, run, attack01 etc), however, when loaded and played (through 3DSMax) either nothing happens, or the character vibrates strangely.

    And, on a side note, if I were to re-animate these models (they are great), I would need to re-texture them to incorporate player colours. Is there a specific colour which SC2 translates into player colours? Or a mask/emissive map I need to create?

    Last edited Dec 07, 2011 by Nardival
    #4 Dec 08, 2011 at 09:47 UTC - 0 likes

    Animations work good if I import the models straight to the sc2 editor. Never tried to load em to 3ds max.

    What if you perform aan experiment: export a model from sc2 and import it to 3ds max. Will this show animations properly? If it will, you may try to import my models to editor, export em again and then load to 3ds max.

    Initially, these models don't have any textures to show team color, but... if you will use starcraft2 type of surface and then load starcraft2 bitmap as map, you will be able to use alpha layer to show team color, there is a checkbox to enable for this in map options.

    #5 Dec 09, 2011 at 03:15 UTC - 0 likes

    @Zolden: Go

    Mmm, perhaps I'm being stupid - but it is 3:13am. Anyway, the civ models you provided only walk and attack in game. Death animations revert back to the base unit/actor (possibly a field I need to fix). Do they have run animations? And, if so, could you point me to a tutorial explaining how to utilise them as well as how to apply the textures to the models.

    (feel so goddamn nooby. Haven't touched the editor for about 3 months)

    Might have to postpone the development / take a crash course in refreshing my data editing. edit: regarding textures... just remembered.. actor event>actor creation>set texture? Or something along those lines?

    Last edited Dec 09, 2011 by Nardival
    #6 Dec 09, 2011 at 08:53 UTC - 0 likes

    Well, try to create units from stratch, in this case there will be played models' death animations. I don't remember where to change death model, but you can find death model in the list of models connected to your unit and then click "show a link" or howewer they call it in english editor (I have translated one) - and you will see what field define death model. Just clean it and there will be death anipation played.

    And i don't know anything about textures changing in game. Try to find on the forum, there are some threads devoted to textures.

    #7 Dec 10, 2011 at 04:44 UTC - 0 likes

    Death animations would likely be included in the unit. All you have to do is use the same Name.m3 file for 'Name_Death' model files.

    The reason Starcraft 2 separates the death animations is because some units have unique deaths that require unique models (ie marine being cut into 4 pieces, marine being scorched, marine being melted). Not every model needs multiple death animations, so most of the time it's just an extra step to set up.

    #8 Dec 10, 2011 at 16:36 UTC - 0 likes

    @Triceron: Go

    Thanks Triceron. I was at home visiting the parents - back at my flat now so can look more into the actor/model relationships.

  • 8 posts

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