Very nice looking Protoss cityworld there. Very nice indeed. Also nice video you make for it.
I also have his old map that uses a third person view and I would like to ask you something. What amount of far clip do you use in that video? I also have the issue that far clip can't be too great and as a result I have no skybox...
Also if I may suggest, you can make the time of day blend in over time.
I try to make more custom stuff just as you describe, can't always say I get around to it, whatever the reason might be. But when I get a moel like this out, it does make me feel a sense of pride, haha. I however often times can't be bothered with portraits though...
I come here because I'd like to rattle up an age-old question, namely: How do I use ModelAdditions nowadays.
I'll explain what my simple brain was trying to do, but utterly failed at. I'm working on a big set of models for which I want to create a modular game setup where I can apply model swaps only for the part that actually needs to change. Refer to the Image 1 below. For the Goliath model below, I want to swap out the weapon parts, depending on the chosen weapon {for instance: flamer, cannon or gattling gun} and this must be able to be done independendly between the left and right weapon, and all option can exist. Which means a Goliath could have 2x flamer, or 1x flamer + 1x gattling, or 1x flamer + 1x Cannon etc...
As you see I rather just change the specific weapon part, otherwise the permutations of options grows exponenttially high.
The models are all animated from the same framework, just split up as separate .m3 models. So importing them in the editor and combining them in the cutscene editor makes the unit look as intended, refer to image 2, and image 3 shows all the models in separate working,
However, try as I might, I can't even get the Goliath to show up with the attached weapon model parts, in the terrain where I place it as a unit. I've tried using the "Actor Creation / Attach Model" actor event on the Goliath actor and have that point to a "Model Addition" actor that holds the model of the specific weapon part. However it doesn't work. And looking through the thousand-and-one stuff that one can do in actors and whatnot... I really have no clue where to begin with this.
Can someone help me out with how I can properly setup the unit with model additions?
Image 1 - Goliath unit with interchangeable weapons.
Image 2 - A Goliath wielding dual Cannons
Image 3 - Three separate models with equal animations for combining
Going through an old map sometimes yields some cool models. And this time I really wanted to recreate them with some variations. So without further ado, welcome the Minibots. (Credits for the original: AlleyViper85) And now also adding the Sentry Bots.
Shifting gears back again to provide some attention for the New Confederates. I found myself making static defenses, whereby the preliminary result is this:
Hey there guys 'n Gals. New iteration of Katarina is here.
It was brough to my attention that some issues arose when trying to filter on weapon options for the models. Not sure exactly if this was something that goes a bit deeper than just the model, but as it turned out the editor/game didn't recognize proper filtering for the 'weapon' attachment in relation to auxilary weapon attachments. To fix this, all main weapons are now slotted to 'weapon 01' (and 1 through 3 for the chaingun).
Next to that I've received some questions for several model variants with added weaponry being carried. as such I've included 6 new models to be used and as a bonus an alternate texture-pack variation (shown below)
Be advised however, the textures are equal in name, and as such are mutually exclusive without added work via the editor.
A while ago I guided someone through this very process. It was structured a bit more like a conversation but I will copy paste (and edit if needed) what I explained then also.
Tutorial on making moving tank tracks with blender
For the intend of this tutorial I will refer to a typical model that uses tracks and as such will have the main editing in the 'Walk' animation, however the principle can be used for many more applications.
Open the model which you want to do the work in. For reference in this tutorial, I will use the NC Cyclone as my example model. 1) first make sure you've got walk animation selected.
2) When done, go to the material that are the tracks. and find all used slots [diffuse, specular, normal] and navigate to "UV offset"
3) Next we'll define the animation shift for the "Walk Animation". The first image below is from the start frame, the second image shows the end frame.
Last words if you would like to have it be less quick, you can adjust the number to a smaller one. from 0 to 1 (or -1) is basically 1 revolution of the texture, if you were to stack each texture in a sequence. and next, if you want to reverse to direction, just use a minus sign if you haven't. Speed is regulated between the length of the animation and frequency, 40 frames in case of the cyclone walk animation. and that in combination with the start and end offset cycle, from 0 --> 5 in case of the cyclone. Ff you were to change the '5' to 2 for instance, the speed of the texture moving during the animation would be 40% of that (as in slower) Image of the movement cycle
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Hi there mate,
Very nice looking Protoss cityworld there. Very nice indeed.
Also nice video you make for it.
I also have his old map that uses a third person view and I would like to ask you something.
What amount of far clip do you use in that video?
I also have the issue that far clip can't be too great and as a result I have no skybox...
Also if I may suggest, you can make the time of day blend in over time.
1.76312452243476
0
The pride of the Confederate Fleet
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The Liberator Cruiser joins the fray!
For those who'd like to know: The model has the transformations incorporated into the one model.
0
In reply to DaveTheSpectre:
I try to make more custom stuff just as you describe, can't always say I get around to it, whatever the reason might be. But when I get a moel like this out, it does make me feel a sense of pride, haha.
I however often times can't be bothered with portraits though...
0
In reply to DaveTheSpectre:
Hah, that was a quick reply :P
Thank you
0.952380952380952
The Golycopter - A transforming Assault walker/Heavy Fighter Aircraft




0
Hi there fellow Mapsters.
I come here because I'd like to rattle up an age-old question, namely: How do I use ModelAdditions nowadays.
I'll explain what my simple brain was trying to do, but utterly failed at.
I'm working on a big set of models for which I want to create a modular game setup where I can apply model swaps only for the part that actually needs to change.
Refer to the Image 1 below. For the Goliath model below, I want to swap out the weapon parts, depending on the chosen weapon {for instance: flamer, cannon or gattling gun} and this must be able to be done independendly between the left and right weapon, and all option can exist. Which means a Goliath could have 2x flamer, or 1x flamer + 1x gattling, or 1x flamer + 1x Cannon etc...
As you see I rather just change the specific weapon part, otherwise the permutations of options grows exponenttially high.
The models are all animated from the same framework, just split up as separate .m3 models. So importing them in the editor and combining them in the cutscene editor makes the unit look as intended, refer to image 2, and image 3 shows all the models in separate working,
However, try as I might, I can't even get the Goliath to show up with the attached weapon model parts, in the terrain where I place it as a unit.
I've tried using the "Actor Creation / Attach Model" actor event on the Goliath actor and have that point to a "Model Addition" actor that holds the model of the specific weapon part. However it doesn't work. And looking through the thousand-and-one stuff that one can do in actors and whatnot... I really have no clue where to begin with this.
Can someone help me out with how I can properly setup the unit with model additions?
Image 1 - Goliath unit with interchangeable weapons.
Image 2 - A Goliath wielding dual Cannons
Image 3 - Three separate models with equal animations for combining
0.953562699755593
Going through an old map sometimes yields some cool models.
And this time I really wanted to recreate them with some variations.
So without further ado, welcome the Minibots. (Credits for the original: AlleyViper85)
And now also adding the Sentry Bots.
0.953712450406197
In reply to AlexanderO6:
Not sure if its the same team, but I also know of Karass
https://www.bilibili.com/video/BV1fE411974T?from=search&seid=6546197945635988232
I can't however read a single thing as its asian, so I can't embed the video, don't know whats the link
0
Shifting gears back again to provide some attention for the New Confederates.
I found myself making static defenses, whereby the preliminary result is this:
0
0.951777137367915
Hey there guys 'n Gals.
New iteration of Katarina is here.
It was brough to my attention that some issues arose when trying to filter on weapon options for the models. Not sure exactly if this was something that goes a bit deeper than just the model, but as it turned out the editor/game didn't recognize proper filtering for the 'weapon' attachment in relation to auxilary weapon attachments. To fix this, all main weapons are now slotted to 'weapon 01' (and 1 through 3 for the chaingun).
Next to that I've received some questions for several model variants with added weaponry being carried. as such I've included 6 new models to be used and as a bonus an alternate texture-pack variation (shown below)
Be advised however, the textures are equal in name, and as such are mutually exclusive without added work via the editor.
0
In reply to RanchBurner:
A while ago I guided someone through this very process. It was structured a bit more like a conversation but I will copy paste (and edit if needed) what I explained then also.
Tutorial on making moving tank tracks with blender
For the intend of this tutorial I will refer to a typical model that uses tracks and as such will have the main editing in the 'Walk' animation, however the principle can be used for many more applications.
Open the model which you want to do the work in. For reference in this tutorial, I will use the NC Cyclone as my example model.

1) first make sure you've got walk animation selected.
2) When done, go to the material that are the tracks. and find all used slots [diffuse, specular, normal] and navigate to "UV offset"

3) Next we'll define the animation shift for the "Walk Animation". The first image below is from the start frame, the second image shows the end frame.


Last words

if you would like to have it be less quick, you can adjust the number to a smaller one. from 0 to 1 (or -1) is basically 1 revolution of the texture, if you were to stack each texture in a sequence. and next, if you want to reverse to direction, just use a minus sign if you haven't. Speed is regulated between the length of the animation and frequency, 40 frames in case of the cyclone walk animation. and that in combination with the start and end offset cycle, from 0 --> 5 in case of the cyclone. Ff you were to change the '5' to 2 for instance, the speed of the texture moving during the animation would be 40% of that (as in slower)
Image of the movement cycle
0.950851393188854