That's the Purifier Artanis Skin from Heroes of the Storm, so you can guess who you are giving credits :)
Tbh, the skin looks nice but the detail from the psi-blades, as you realised, makes it be a bit "lower good-looking" than the standar Zealot we are used to.
I got this working like one year age. I used the Create Unit, target it and make it move to the target method. The thing is that I complicated myself so much as I wanted it to be like the real Alpha Colossuse. The weapon casts for a set of seconds (I think I had it for 10) and retargets upon killing the main target, going for the closest one. The thing is that the beam originally also did damage while moving so I had that to. The weapon lasted for 10 secs of until there were no valid targets alive. Now, with the Turret targeting thing is quite easier cuz that made me be on a really big problem, as it took me so long to get it working too. You can have abilities on units with turrets with properly targeting. I had the weapon used an ability for making things easier in terms on the lasting of the weapon itself.
And how to create a Placement model itself? I mean the green, blue, purple model it appears when you're building sctructures. I think that with a bit of tweaking I can get Blizz's WarpIn models now that I know the basics, but I don't know how to make Placement models. Thank you.
Search for the textures the model uses and edit them. Then, what I do, is edit the .m3 in .xml format using the m3 addon for Blnder .py (M3ToXML and XMLToM3). There you find fo the Assets you want to change and the search for the Particle Emitters and so on (what I do is use the Search funcion Ctrl+H and search for "Assets" and "color") . The color values are in RGB so you may want to use pages like colorhexa.com for prewieving the colors and the changed ones. Here is something I replied bit long ago with the same topic, a bit more explained.
I'd bet that the model color is made by particle emitters and things like that. This means you have to edit the models textures, and so, create a new one (editing the default) in order to swap the PE color and the textures.
This is someting I tried doing long ago and, with the help of Ghostnova, got it working someway. The problem is that the decal texture wasn't showing up. I mean, the skull on the face and the snake on the shoulder weren't there anymore. I'm providing a .zip with both .m3 and the original textures for anyone interested on helping me to get this fully working. EDIT: The file size restriction is annoying me, I'm trying to search for some solution. EDIT2:I'm posting a MEGA link as it was the only and faster way I know for doing this: https://mega.nz/#!ThURVC4R!LKoD2MspLhMDWSZjz4b0X0myiKCb-U43MeoeYtGl0eQ
you can use the Cutscene Editor or 3rd party programs. According to this second group, I use this, which used to be a converter but I use it now for texture finding.
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@JEGCPR: Go
Try searching for "blackops" or something like that. The models got that prefix on them and I think the textures themselves too.
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@R0binicus: Go
The Shredder is in the editor since LotV. I've seen it. Just look for "Shredder" on the moels tab.
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@EDHRIANO: Go
That's the Purifier Artanis Skin from Heroes of the Storm, so you can guess who you are giving credits :) Tbh, the skin looks nice but the detail from the psi-blades, as you realised, makes it be a bit "lower good-looking" than the standar Zealot we are used to.
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I got this working like one year age. I used the Create Unit, target it and make it move to the target method. The thing is that I complicated myself so much as I wanted it to be like the real Alpha Colossuse. The weapon casts for a set of seconds (I think I had it for 10) and retargets upon killing the main target, going for the closest one. The thing is that the beam originally also did damage while moving so I had that to. The weapon lasted for 10 secs of until there were no valid targets alive. Now, with the Turret targeting thing is quite easier cuz that made me be on a really big problem, as it took me so long to get it working too. You can have abilities on units with turrets with properly targeting. I had the weapon used an ability for making things easier in terms on the lasting of the weapon itself.
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@Delphinium1987: Go
And how to create a Placement model itself? I mean the green, blue, purple model it appears when you're building sctructures. I think that with a bit of tweaking I can get Blizz's WarpIn models now that I know the basics, but I don't know how to make Placement models.
Thank you.
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That light gives the city a sunset scenario. If that's the feeling you want to give, it's pretty nice.
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@Delphinium1987: Go
Also, taking into account CybrosX request of a Warp In model tutorial, would you mind doing too a Placement model tutorial when you are up to do it?
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Maybe I start using it from now on. What is it? A trigger which modifies the camera range?
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@GnaReffotsirk: Go
The difference is tiny in screenshots, but maybe in-game it would feel even better. Even so, the 40 screen looks nicer.
0.966357308584687
Will you be releasing a mod with all the fancy asset you show on the video?
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@samourai23: Go
Search for the textures the model uses and edit them. Then, what I do, is edit the .m3 in .xml format using the m3 addon for Blnder .py (M3ToXML and XMLToM3). There you find fo the Assets you want to change and the search for the Particle Emitters and so on (what I do is use the Search funcion Ctrl+H and search for "Assets" and "color") . The color values are in RGB so you may want to use pages like colorhexa.com for prewieving the colors and the changed ones.
Here is something I replied bit long ago with the same topic, a bit more explained.
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@samourai23: Go
I'd bet that the model color is made by particle emitters and things like that. This means you have to edit the models textures, and so, create a new one (editing the default) in order to swap the PE color and the textures.
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@Hockleberry: Go
Right click -> Open in new tab.
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This is someting I tried doing long ago and, with the help of Ghostnova, got it working someway. The problem is that the decal texture wasn't showing up. I mean, the skull on the face and the snake on the shoulder weren't there anymore. I'm providing a .zip with both .m3 and the original textures for anyone interested on helping me to get this fully working.
EDIT: The file size restriction is annoying me, I'm trying to search for some solution.
EDIT2:I'm posting a MEGA link as it was the only and faster way I know for doing this: https://mega.nz/#!ThURVC4R!LKoD2MspLhMDWSZjz4b0X0myiKCb-U43MeoeYtGl0eQ
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@Talioso21: Go
you can use the Cutscene Editor or 3rd party programs. According to this second group, I use this, which used to be a converter but I use it now for texture finding.