Heh, reminds me of my projects back in WC3. Back then my partner in crime was called froggygoggy. We shall see if the frog + cat combination is superior to frog + chicken :D (currently it totally looks like it is)
I just noticed, that the .m3a files for your Totooria model are HUGE. The model itself is 700 kb, and every single animation adds another 250 kb. For 12+ animations, this takes up quite a lot of space in a map. If you compare that to Blizzard's .m3a files adding the new HotS animations to certain models, which are more like 50-150 kb each and include a couple of animations, I wonder why yours take up so much space?
Just noticing, I don't have a concrete use for your model anyway, but this could be a discouraging factor for some people to use it.
Also, Earth looks nice, but the Moon looks flat, as if it was a slice and no sphere.
...But most characters do not have team color, weapons and particles, we believe that the characters for RPG game is hard to add team color for they always already having a very colorful textures,
Do you just use textures without teamcolor or does your model not support teamcolor at all? I would suggest adding general useability for team color similar to the Blizzard models: Anything transparent in the texture will be interpreted as team color, so if someone wanted to edit the model to show team color, all he would need to do would be to add some transparency to the textures
Also, you can do with teamcolor, which might be very suited for an rpg.
This looks very promising, I hope to see a lot of general-purpose assets here :D
Quick question, I haven't messed with the models yet: Do they support common modifications like scale (also asynchronous scale), time scale, animation set completion, tint color, texture swaps...? It would be great if they did, would increase their overall usefulness and useability a lot. Also, do they have attachment points? It would make sense to add a few basic ones like origin, overhead, center, if we wanted to use them as projectiles or something.
I am asking mainly, because quite a lot of Blizzard's own particle effect models do not support most modifications and have no attachment points, while various others do/have.
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Heh, reminds me of my projects back in WC3. Back then my partner in crime was called froggygoggy. We shall see if the frog + cat combination is superior to frog + chicken :D (currently it totally looks like it is)
Just wanted to mention it, you don't need to do any modifications for me, and I can barely start 3dsMax, let alone export a model :D
I just noticed, that the .m3a files for your Totooria model are HUGE. The model itself is 700 kb, and every single animation adds another 250 kb. For 12+ animations, this takes up quite a lot of space in a map. If you compare that to Blizzard's .m3a files adding the new HotS animations to certain models, which are more like 50-150 kb each and include a couple of animations, I wonder why yours take up so much space?
Just noticing, I don't have a concrete use for your model anyway, but this could be a discouraging factor for some people to use it.
Also, Earth looks nice, but the Moon looks flat, as if it was a slice and no sphere.
I did put some of your models in a map to see how they work ingame. Love the pushup animation :D
Alright, thats all I wanted to hear :D
Do you just use textures without teamcolor or does your model not support teamcolor at all? I would suggest adding general useability for team color similar to the Blizzard models: Anything transparent in the texture will be interpreted as team color, so if someone wanted to edit the model to show team color, all he would need to do would be to add some transparency to the textures
Also, you can do with teamcolor, which might be very suited for an rpg.
This looks very promising, I hope to see a lot of general-purpose assets here :D
Quick question, I haven't messed with the models yet: Do they support common modifications like scale (also asynchronous scale), time scale, animation set completion, tint color, texture swaps...? It would be great if they did, would increase their overall usefulness and useability a lot. Also, do they have attachment points? It would make sense to add a few basic ones like origin, overhead, center, if we wanted to use them as projectiles or something.
I am asking mainly, because quite a lot of Blizzard's own particle effect models do not support most modifications and have no attachment points, while various others do/have.