Next I create a behavior that will let the actor know when to show, hide, or swap a texture. This too only takes a few seconds.
Example:
Show Back
Behavior type: Buff
(Basic) Behavior Name: Show Back
Anything else you want to do to the behavior
Hide Back
Behavior type: Buff
(Basic) Behavior Name: Hide Back
Anything else you want to do to the behavior
After creating the behavior I go to the units actor and add events. Some of these can be used for all sets of cloth armor. The behavior is applied by having an item equipped in your inventory.
Examples:
Swap to Cloth Texture
Behavior.Cloth1.On
TextureSelectByID Cloth1
Behavior.Cloth1.On
Create Cloth1 Helmet
Behavior.Cloth1.On
Create Cloth1 Left Shoulder
Behavior.Cloth1.On
Create Cloth1 Right Shoulder
Behavior.ShowClothPants.On
TextureSelectByID ShowClothPants
Behavior.ShowClothGloves1.On
TextureSelectByID ShowClothGloves1
Behavior.ShowClothPants.On
TexutureSelectByID Hide Pants
Behavior.ShowClothPants.On
TextureSelectByID Hide Legs
Behavior.ShowClothGloves1.On
TextureSelectByID Hide Arms
This is almost exactly how mine looks and this is the result.
After setting up your declarations go ahead and create a texture in the data editor that resembles each declaration. You must have one for each individual texture or you can/will have issues. I found this out the hard way when I changed the main texture for a model and it would no longer swap textures. It's simple and takes a few seconds.
Examples:
Naked Human Male
(Baisc) Editor Name: Naked Human Male
(Basic) Editor Prefix: Human -
(Basic) File: Assets\Textures\Naked Human Male.dds
I had an issue with one my female human when I started doing more hair styles. For some reason it just decided that it no longer wanted to allow certain meshes to be shown or hidden.
At first I couldn't get it to even let me preview it in the editor. I went down the list and found that there was something wrong with your Hide Hair 1.dds. After changing that everything seems to work for me. I was able to preview it and commit to a mod. Let me know if it's still not working after checking out that texture.
I switched your Hide Hair 1.dds, to my version of it.
Other than that I saw nothing else wrong with the file.
The texture is correct but you only need one material for each mesh. You dont need a show and hide in 3ds max, just a show OR hide. You swap the texture in starcraft.
Each different hair mesh has its own material. They use the same diffuse texture though. The only difference in each material is the alpha mask texture they use.
So essentially you can copy the material for "hair 1", rename it to "hair 2", change the alpha mask texture to "hide hair 2" and then apply this new material to the "hair 2" mesh.
I'm at class until 11pm central time so I'll do the best I can to give you an idea of what 1 material looks like. Each hair material looks like this. The only difference is the use of a different mask 1 texture for each different hair style. ex. Hair 2 is Hide Hair 2, Hair 3 is Hide Hair 3...
This is just an example of what one of the materials for my Shown/Hide meshes looks like in 3ds max.
Hair 1 == (Applied to the mesh that I named "Hair 1" there was no process to determine what number it was, it was just randomly named in the order I selected them)
Mask
Opaque
Alpha Threshold: 255
Checked - 2-Sided, Hit test, and the show shadows one.
Diffuse: Female Human Black Hair Texture.dds
RGBA
Make sure to hit the "show standard in map viewport" button after applying the diffuse (i think that's the name of the button)
Alpha Mask
Mask 1: Hide Hair 1.dds
A Only
(Hide Hair 1 is a dds texture that is 4x4 pixels and has a 100% alpha channel over it)
(Create a Show Hair 1 as well that is 4x4 pixels but has no alpha channel or a 0% alpha)
Mask 2: Female Human Black Hair.dds
A Only
This is the normal mask for the hair that cuts out parts of the mesh to make it look correct, not all hair meshes need this but I put it on there regardless as I'm too lazy to find out which ones need it and which ones don't. Harmless even if it doesn't need it.
I export every animation (excluding the bugged ones) and every mesh with the model from WMV. I also add every animation to the Star Tools Animation Prop Window as well. In case I ever need to change the name or use one that I hadn't previously been using. It'll save you time if you ever decide to change something. I also just hide any mesh that I'm not going to use.
I gave a quick glance at your list and this is saw. I also didn't see any of the monk animations on yours, so I assume you don't have Mists of Pandaria.
ReadyAbility - I don't use this one
ReadyFist1H, AttackFist, Parry etc - I don't use these ones as they are the same as ReadyUnarmed Attack Parry etc.
AttackOff - Attack Superior and duplicated to be used in Attack Shield
AttackOffPierce - Attack Superior
Attack1HPierce - Attack Superior
Special1H - Attack Small
SpecialUnarmed - Attack
Special2H - Attack Large
AttackJoust - Attack Fly
LoadJoust / HoldJoust- I currently have them unused, you could take Load Joust and Hold Joust to combine into one animation though.
Loot - Spell Pickup or Stand Pickup whatever you want to use.
SpellKneel, Start, and End - I do not use these, redundant cause of other Kneel animations.
ShieldBash - Attack Shield
HandsClosed - Unused
Sheath - Unused
Stop - Unused
HipSheath - Unused
EmoteUseStanding - BUGGED DO NOT EVEN EXPORT WITH MODEL
EmoteUseStandingNoSheathe - BUGGED DO NOT EVEN EXPORT WITH MODEL
EmoteWorkNoSheathe - BUGGED DO NOT EVEN EXPORT WITH MODEL
EmoteSaluteNoSheathe - BUGGED DO NOT EVEN EXPORT WITH MODEL
EmoteEatNoSheathe - BUGGED DO NOT EVEN EXPORT WITH MODEL
EmoteStunNoSheathe - Unused, may be bugged on some models.
I get one "warning" when committing to a mod and that's it, though it doesn't seem to do anything. Just says something about the bind pose and then finishes anyway. Don't see anything wrong in game either.
I'm getting really tired and have to be up early so I'll fix this up and finish it later ^^
Setting up a WoW model to have every variation possible.
Turning on EVERY mesh
Go to Show
View Model Control
Check every single mesh
It should look something like this
Exporting Animations IMPORTANT PLZ READ!!
Go to Options
Export Options...
Click on the M3 Tab
Select every animation Except for the bugged ones!! They will cause problems in 3DS Max!!!
Bugged ones are generally the NoSheathe ones, be sure to check out every animation. Bugged ones look like the picture below, there are generally 5 bugged ones.
Then Export the model from File Export as .m3
Importing to 3DS Max
Use NIN/Lerusters .m3 import script
Turn off Import Vertex Normals (some normals are messed up I may go back and try with this on again)
Import Model
I believe these are the versions I use. You can follow the installation instructions in the link below as well. Just click on Overview and scroll down.
sc2_objects.ms - Starcraft 2 Objects Definition File Version 0.06
Generally it's the last key frame of the animation that is bugged.
Select an animation.
Select every bone or just the ones that are messed up in the last key frame.
Delete the last key frame.
Shift+Drag the first key frame to where the last frame of the animation is.
This should cause the animation to look proper again.
For animations where the model spins around (whirlwind, kicks, dances, etc.) doing the previous method will not work 100%
It will reverse spin between the last 2 key frames.
Find out which bone is doing this. Some culprits are Bone 0, 1, 2, 3, and 4.
Go to the last key frame
Turn on Auto Key
Physically rotate it 360 degrees in the opposite direction it reversed to.
Just typing it in never works for me. If there is a way around this let me know, I'm still new to 3DS Max.
Add the Animations to Star Tools and Rename for SC2
Start with animation 0 and do every single animation in order
To help speed this up have the .m3 sequences open and just copy paste the frame ranges into the Star Tools animation prop window
Name them what you want but follow something similar to my naming style
Combining Animations or Duplicating Animations
Duplicating will allow you to use attacks from one set and put them on another, I do this with my 1H, Shield, and Dual attack animations.
Combining will allow you to have a single attack animation for Bows and Guns
Duplicating
Select the animation you which to duplicate
Subtract 1 from the start frame, (100 becomes 99). You should see another key frame.
Add 1 to the End Frame, (100 becomes 101). You should see another key frame.
These key frames cause it to go back into a default pose before and after the animation.
Duplicate the animation by hitting the Duplicate Button.
Set your original back to the normal Start and End frames.
Find your new duplicated animation, repeat the previous step.
Rename the animation to whatever you want it to be used as.
Alternatively you can extend your timeline to see the end of start of another animation. These "default" pose key frames are there. You can just shift+drag them to 1 frame before or after your new animation.
Combining
Select the first animation of the group (generally LoadBow/Gun etc.)
Reduce the Start by 1 Frame
Duplicate
Change the frame range back.
Select the second animation of the group (Hold Bow/Gun etc.) This one doesn't need to be done unless you want it to be long
Duplicate
Select the third animation (Attack Bow/Gun etc.)
Extend the End by 1 frame.
Duplicate
Change the frame range back.
Select the last animation and copy its End Time.
Remove animation 2 and 3
Select animation 1, paste animation 3's End Time into animation 1's End Time.
Select every key frame from animation 2 and drag it to be 33 frames away from animation 1.
Repeat for 3rd animation.
Make sure you have a "default pose" key frame at the beginning and end of the new animation.
Rename the animation to whatever you want it to be.
Showing and Hiding the Mesh
Create a new SC2 Standard Material
Set it to Mask Opaque
Check 2-Sided, Hit Test, and Receive Shadows
Set the Alpha Test Threshold to 255
Set the Diffuse Texture to what you want it to be, I use a separate one for the Body Texture, Cloak, and Hair
Go to Photoshop or an Equivalent software that can do .dds or .tga textures with alpha channels.
Create a new 4x4 pixel image.
I made the background black for mine.
Save one that has no alpha channel or an alpha channel with nothing in it.
I named these ones like Show Cloak 1, 2, 3 or Show Cloth Armor etc.
Save a second one that has a 100% alpha over it.
I named these ones Hide Cloak 1, 2, 3 or Hide Cloth Armor etc.
Set Alpha Mask 1 to Hide Cloak 1, 2, 3 etc. or whatever your trying to hide. Make sure you set the color operations to USE A.
Apply this material to any given mesh you want hidden. I did them in groups myself because we have to use Texture declarations and we only know of 18 at this time.
Do this for every group of mesh you want to show or hide. Here is my list.
Hair Style 1, 2, 3, 4, 5 (5 of my favorite hair styles)
Ponytail Hairband
Cloak Style 1, 2, 3 (3 of the long cloak styles)
Cloth Armor (long sleeves and robe)
Light Armor (smallest of the armor types )
Medium Armor (2nd largest gloves and boots, the boots require the lower legs to be hidden)
Heavy Armor (heavy boots, gloves, and the larger belt)
Tabard
Back (the one that pokes through cloaks)
Pants (Thighs)
Legs (Lower Leg)
Body (upper body)
I have 18 different materials for this. The hair ones all share the same diffuse as do the cloaks. Everything else uses the main armor texture. Each material has it's own set of Hide and Show textures. So a total of 34 4x4 textures, because we will never hide the Body.
Texture Select by ID
You don't have to do it this way, but this is how I matched names to be used in SC2
I haven't finalized the animations names but reading the tutorial on animation names on startools helps. The first word is required and anything after that can really be in any order, or at least that's how I understood it.
So my names are like this.
Attack Animations
Attack - Unarmed
Attack Small - 1H Animations
Attack Large - 2H Animations
Attack Penetrate - 2HL Animations
Attack Medium - Bow Animations Combined
Attack Medium Start, Looping, End - Bow Animations separated
Attack Blast - Gun Animations Combined
Attack Blast Start, Looping, End - Gun Animations separated
Attack Thrown - Throwing Animations
Attack Fire - Spell Directed Animations
Attack Superior - 1H, Off-Hand, Mutilate, and Stomstrike Animations
Attack Bash - 1H and Shield Attack Animations
Attack Simple - Brewmaster Attack Animations
Attack Equal - Mistweaver Attack Animations
Attack Squish - Windwalker Attack Animations
The second word is group applied/removed in the events+ of the actors tab whenever the specific weapon you're using starts and stops attacking. So it will look like this.
Turn On
WeaponStart*1H*AttackStart
AnimGroupApply Small
Turn Off
WeaponStop*1H*AttackStop
AnimGroupRemove Small Instant
(The 1H is just the name of my example weapon)
You have to do this this for each weapon, depending on what type of animations you want it to use.
Ready Animations
Stand Ready - Unarmed
Stand Small Ready - 1H
Stand Large Ready - 2H
Stand Penetrate Ready - 2HL
Stand Medium Ready - Bow
Stand Blast Ready - Gun
Stand Thrown Ready - Thrown
Stand Fire Ready - Spell Direct
Stand Superior Ready - Dual Wield
Stand Bash Ready - 1H/Shield
Stand Simple Ready - Brewmaster
Stand Equal Ready - Mistweaver
Stand Squish Ready - Windwalker
Stand Fly Ready - Mounted
Ready is group applied/removed whenever any weapon starts/stops attacking. It looks like this.
Turn On
Abil.attack.ReadyStart
AnimGroupApply Ready
Turn Off
Abil.attack.ReadyStop
AnimationGroupRemove Ready Instant
This is already on most actors I've seen, so you probably won't have to add it yourself.
Walking Animations
Walk - Run
Walk Slow - Walk
Walk Fast - Sprint
Walk Cloak - Stealth
Walk Back - Walk Backwards
Walk Spin - Monk Roll Animation
Walk Swim - Swimming
Walk Swim Back - Swim Backwards
Walk Swim Run - Swim Run (Vashj'ir)
Walk Swim Slow - Swim Walk (Vashj'ir)
These can be group applied via a buff behavior, I'm not sure if the Vashj'ir or Backwards Swim work yet. It would look something like this.
Turn On
Behavior.Cloak.On
AnimGroupApply.Cloak
Turn Off
Behvaior.Cloak.Off
AnimGroupRemove.Cloak Instant
Stand Animations
Stand, 01, 02 - Normal Stand Animations with as many Variations as you want.
Stand B - Stunned
Stand Cloak - Stealth Stand
Stand D - Knockdown.
Stand Dialogue, 01 - Carriage Stand and Attack
Stand E - Strangulate
Stand F - Fall
Stand Fly, 01, 02 - Mounted Stand
Stand G Start, Looping, End - Reading or Usemap can't remember exact name.
Stand H Start, Looping, End - Sleep Down, Sleep, and Sleep Up
Stand I Start, Looping, End - Sit Down, Sit, and Sit Up
Stand J Start and Looping - Fishing Start and Fishing Loop
Stand K Start, Looping, End - Kneel Start, Kneel, Kneel Up
Stand Left - Shuffle Left
Stand Right - Shuffle Right
Stand Listen, 01, 02 - Sit Chair Low, Medium, and High
Stand Scared - Cower
Stand Swim - Swim Idle
Stand Swim Dead - Drowned
Stand Swim Left - Swim Left
Stand Swim Right - Swim Right
Stand Wounded - Stand Wound
Stand Wounded Ready, 01 - Combat Wound and Critical Wound
By group applying these names or letters you override the normal stand animation. Usually done via behaviors like we did above. Once again like above I'm not sure with the few that use 3 words in the name, I haven't tested them yet. Those that use Start, Looping, and End can be used in an Animation Bracket to play them in sequence or they can be played as a single animations.
Other Animations (bunch of renames possible here as they have not all been tested yet to work properly)
She does have a white colored specular map in the video, it's why you can see the fucked up normal on the dress :P, I just have it set to be pretty low atm. You can see a bit of it if you watch the part where I show the cloaks. The helmet shoulders and weapons are lacking them because I just haven't gone back to add them yet. I'll probably turn up the multiplier seeing it is a little too low.
I did exactly that. The inside of buildings are completely stripped of anything. The only internal poly's that would remain would be those from the construction animations.
I think it's about time I jumped on this boat myself. While I won't claim these as my models, I will claim the time and effort it took to convert them for use in Starcraft 2. I've been working these models on and off for the last few years and take breaks when I get burned out. I've been working on a horde vs alliance map for quite some time now and as my knowledge of 3DS Max increases the better my work is becoming. I'm currently working on finishing my Human models. With the character models being the top priority. After I finish the male and female models I will be working on the construction animations for most of the buildings, my first test run is complete on one. After that I will do wireframes, icons, and portraits.
I recently posted some screenshots of the progress I'm making on the Human Female model but decided a video would better demonstrate what's going on. This can be done with every playable character from WoW and could be extremely useful in RPG's. It is also about as efficient as you can get when it comes to file size. Running at 3mb for the model and 200kb for a set of armor you could do 100's of variations with any type of unit in mind.
Next I create a behavior that will let the actor know when to show, hide, or swap a texture. This too only takes a few seconds.
Example:
Show Back
Hide Back
After creating the behavior I go to the units actor and add events. Some of these can be used for all sets of cloth armor. The behavior is applied by having an item equipped in your inventory.
Examples:
Swap to Cloth Texture
This is almost exactly how mine looks and this is the result.
After setting up your declarations go ahead and create a texture in the data editor that resembles each declaration. You must have one for each individual texture or you can/will have issues. I found this out the hard way when I changed the main texture for a model and it would no longer swap textures. It's simple and takes a few seconds.
Examples:
Naked Human Male
Show Back
Hide Back
Done some updating to the way I do these models.
Here's a list of all of the texture declarations I use to hide and show the different meshes.
I'll check it out when I get time.
I had an issue with one my female human when I started doing more hair styles. For some reason it just decided that it no longer wanted to allow certain meshes to be shown or hidden.
@zaysite: Go
At first I couldn't get it to even let me preview it in the editor. I went down the list and found that there was something wrong with your Hide Hair 1.dds. After changing that everything seems to work for me. I was able to preview it and commit to a mod. Let me know if it's still not working after checking out that texture.
I switched your Hide Hair 1.dds, to my version of it.
Other than that I saw nothing else wrong with the file.
@zaysite: Go
The texture is correct but you only need one material for each mesh. You dont need a show and hide in 3ds max, just a show OR hide. You swap the texture in starcraft.
@zaysite: Go
Each different hair mesh has its own material. They use the same diffuse texture though. The only difference in each material is the alpha mask texture they use.
So essentially you can copy the material for "hair 1", rename it to "hair 2", change the alpha mask texture to "hide hair 2" and then apply this new material to the "hair 2" mesh.
@zaysite: Go
I'm at class until 11pm central time so I'll do the best I can to give you an idea of what 1 material looks like. Each hair material looks like this. The only difference is the use of a different mask 1 texture for each different hair style. ex. Hair 2 is Hide Hair 2, Hair 3 is Hide Hair 3...
This is just an example of what one of the materials for my Shown/Hide meshes looks like in 3ds max.
Hair 1 == (Applied to the mesh that I named "Hair 1" there was no process to determine what number it was, it was just randomly named in the order I selected them)
Diffuse: Female Human Black Hair Texture.dds
Make sure to hit the "show standard in map viewport" button after applying the diffuse (i think that's the name of the button)
Alpha Mask
Mask 1: Hide Hair 1.dds
(Hide Hair 1 is a dds texture that is 4x4 pixels and has a 100% alpha channel over it) (Create a Show Hair 1 as well that is 4x4 pixels but has no alpha channel or a 0% alpha)
Mask 2: Female Human Black Hair.dds
This is the normal mask for the hair that cuts out parts of the mesh to make it look correct, not all hair meshes need this but I put it on there regardless as I'm too lazy to find out which ones need it and which ones don't. Harmless even if it doesn't need it.
I export every animation (excluding the bugged ones) and every mesh with the model from WMV. I also add every animation to the Star Tools Animation Prop Window as well. In case I ever need to change the name or use one that I hadn't previously been using. It'll save you time if you ever decide to change something. I also just hide any mesh that I'm not going to use.
I gave a quick glance at your list and this is saw. I also didn't see any of the monk animations on yours, so I assume you don't have Mists of Pandaria.
Make sure you have the correct order :P
@zaysite: Go
I think these are the versions I use.
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/files/26-m3-plugins-v1-9/
I get one "warning" when committing to a mod and that's it, though it doesn't seem to do anything. Just says something about the bind pose and then finishes anyway. Don't see anything wrong in game either.
Pssh, I smell like Fiji...or at least that's what Old Spice says Fiji smells like.
I'm getting really tired and have to be up early so I'll fix this up and finish it later ^^
Setting up a WoW model to have every variation possible.
Turning on EVERY mesh
It should look something like this
Exporting Animations IMPORTANT PLZ READ!!
Importing to 3DS Max
I believe these are the versions I use. You can follow the installation instructions in the link below as well. Just click on Overview and scroll down.
http://www.sc2mapster.com/assets/m3-export-plugin-3ds-max/files/26-m3-plugins-v1-9/
Fixing Animations
Add the Animations to Star Tools and Rename for SC2
Combining Animations or Duplicating Animations
Duplicating will allow you to use attacks from one set and put them on another, I do this with my 1H, Shield, and Dual attack animations.
Combining will allow you to have a single attack animation for Bows and Guns
Duplicating
Alternatively you can extend your timeline to see the end of start of another animation. These "default" pose key frames are there. You can just shift+drag them to 1 frame before or after your new animation.
Combining
Showing and Hiding the Mesh
Go to Photoshop or an Equivalent software that can do .dds or .tga textures with alpha channels.
Apply this material to any given mesh you want hidden. I did them in groups myself because we have to use Texture declarations and we only know of 18 at this time.
Do this for every group of mesh you want to show or hide. Here is my list.
I have 18 different materials for this. The hair ones all share the same diffuse as do the cloaks. Everything else uses the main armor texture. Each material has it's own set of Hide and Show textures. So a total of 34 4x4 textures, because we will never hide the Body.
Texture Select by ID
You don't have to do it this way, but this is how I matched names to be used in SC2
Mesh Types
Texture Declaration Names
@zaysite: Go
I haven't finalized the animations names but reading the tutorial on animation names on startools helps. The first word is required and anything after that can really be in any order, or at least that's how I understood it.
So my names are like this.
Attack Animations
The second word is group applied/removed in the events+ of the actors tab whenever the specific weapon you're using starts and stops attacking. So it will look like this.
Turn On
WeaponStart*1H*AttackStart
AnimGroupApply Small
Turn Off
WeaponStop*1H*AttackStop
AnimGroupRemove Small Instant
(The 1H is just the name of my example weapon)
You have to do this this for each weapon, depending on what type of animations you want it to use.
Ready Animations
Ready is group applied/removed whenever any weapon starts/stops attacking. It looks like this.
Turn On
Abil.attack.ReadyStart
AnimGroupApply Ready
Turn Off
Abil.attack.ReadyStop
AnimationGroupRemove Ready Instant
This is already on most actors I've seen, so you probably won't have to add it yourself.
Walking Animations
These can be group applied via a buff behavior, I'm not sure if the Vashj'ir or Backwards Swim work yet. It would look something like this.
Turn On
Behavior.Cloak.On
AnimGroupApply.Cloak
Turn Off
Behvaior.Cloak.Off
AnimGroupRemove.Cloak Instant
Stand Animations
By group applying these names or letters you override the normal stand animation. Usually done via behaviors like we did above. Once again like above I'm not sure with the few that use 3 words in the name, I haven't tested them yet. Those that use Start, Looping, and End can be used in an Animation Bracket to play them in sequence or they can be played as a single animations.
Other Animations (bunch of renames possible here as they have not all been tested yet to work properly)
Most of these will be done as 1-shot animations.
@Zolden: Go
She does have a white colored specular map in the video, it's why you can see the fucked up normal on the dress :P, I just have it set to be pretty low atm. You can see a bit of it if you watch the part where I show the cloaks. The helmet shoulders and weapons are lacking them because I just haven't gone back to add them yet. I'll probably turn up the multiplier seeing it is a little too low.
@phanalax128: Go
I did exactly that. The inside of buildings are completely stripped of anything. The only internal poly's that would remain would be those from the construction animations.
I think it's about time I jumped on this boat myself. While I won't claim these as my models, I will claim the time and effort it took to convert them for use in Starcraft 2. I've been working these models on and off for the last few years and take breaks when I get burned out. I've been working on a horde vs alliance map for quite some time now and as my knowledge of 3DS Max increases the better my work is becoming. I'm currently working on finishing my Human models. With the character models being the top priority. After I finish the male and female models I will be working on the construction animations for most of the buildings, my first test run is complete on one. After that I will do wireframes, icons, and portraits.
I recently posted some screenshots of the progress I'm making on the Human Female model but decided a video would better demonstrate what's going on. This can be done with every playable character from WoW and could be extremely useful in RPG's. It is also about as efficient as you can get when it comes to file size. Running at 3mb for the model and 200kb for a set of armor you could do 100's of variations with any type of unit in mind.
How I do team colors: http://www.sc2mapster.com/forums/resources/tutorials/69058-textures-creating-team-color-textures/
For those of you who don't care to watch the video here are some screenshots of the female human model and the variations it can have.
If you're interested in the building models go ahead and check out my screenshots here: http://smotis.deviantart.com/gallery/41925163
Construction preview of Human farm:
Quick view at the map I'm working on. The Alliance side is nearly finished while the horde side is pretty barren...