The Talon Faction
Retired. Assets remain available but no longer will be supported..
Seems like retirement did not really work out?...
Credentials _____ _____
All assets found here are custom built with Blizzard assets and tools. For work derived from other assets, Credits belong to their respective owners. This is highlighted in the download section per asset involved. If you would want to change one of my assets, please be so kind to list me as author of the original work.
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Assets for the Talon Faction, a Protoss conversion for all units and buildings as well as unique new models for utilization in Starcraft II.
This assets page will be updated with the latest iteration of the models as previously downloadable from WingedArchon Assets.
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The Talon Faction Mod located on EU and NA servers.
Starcraft: Time Splitters campaign featuring the Talon Factions.
Hi hello there, when I import the crusader (the cool looking immortal) The front of the model suppose to be purple right? But appears white or team colored along with the things it has on its legs
In reply to azkarion15:
Hi there mate, I assume you are talking about the cockpit window in this case? I have to really think hard again about it since it was quite some time that I created the model. But I'm pretty sure it was always a teamcolor window (with some glow effect)
In the image you see it while having purple for teamcolor.
In reply to WingedArchon:
Aaaahh now it makes sense I thought I forgot to download a texture or something lol sorry for the problems
In reply to azkarion15:
Not to worry mate. Glad to have been of help.
Seems Nok'ryss is missing some textures.
EDIT: Just seems I had to go perusing. I'm not sure what he was missing, but adding in the Harbinger and Adept textures fixed it.
In reply to CerberusSC2:
Hi there mate, let me start off by saying happy newyear!
Well, good thing it is fixed for you, still bad on my part I hadn't included them? (must check)
In reply to WingedArchon:
The adept had a texture for his energy tendrils. "Energytrail_Cannon_Purple"
Upon review however, the Harbinger wasn't what also benefited him. (I uploaded several units at once, and it just fixed him) That was an in correct assumption on my part. "Plasmafield_Purple" wherever that one came from, was also a texture he was missing.
I went into the cutscene editor to look, to find you textures that I found were originally missing, so you wouldn't have to spend a lot of time searching yourself.
Think you i'll make good use of them
I would like to give the talon a huge role in my campaign is that okay (And was wondering if you would be okay with me using you campaign as background for the Talon)
In reply to lorddawnreaver:
Hello there,
Not a problem at all :)
Can I use this faction (lore and everything) in my campaign that I'm working on? I'm wondering because I need a protoss faction and this one seems really interesting and fits perfectly into the storyline I'm building.
In reply to dweebiee:
Yes, you can. I also now feel compelled to say that you intrigue me in regards to the campaign you're making ;)
In reply to WingedArchon:
Its probably a ways out from anything being done, because I'm working on a number of other projects that are much higher on my priority list, but Its gonna be a very micro focused character story that happens after the entire Sc2 storyline, where things went greatly ary give it more of a sc1 feel of everything is going wrong instead of the sc2 feeling of everything goes right.
In reply to dweebiee:
Sounds cool! Will definately take a look at whenever it arrives :)
Is there a reason why the Augmentor structure cannot accomplish "Stand _ Work" animation, over an animation play, bracket start or group apply? Your model seems to work, but for some reasons, I cannnot get it to look and remain "deployed" when it does that animation prop. The steam gets out as if it was doing it, but the borders (like the edges) stay closed. What's causing that?
Also, I can attest about the difference because my cutscene editor shows me a different animation than my actual unit actor does.
EDIT: I've been able to bug your model and get what I wanted, but that's not a conventional way of doing things that I like to use. I set an animation bracket start and I used the "Stand_Work_Start" as the Content animation, with the Non Looping flag. Yet it seems the steam gets out nicely and it remains opened, but auto-canceling my ability doesn't sync well both animations, so yea..
I also have an issue with Volchron. His animation Spell_A doesn't end (or at least takes a while). This seems to be a left over bug just like the Blightbringer model that doesn't resume when dying. Thing is, if I dare making my unit act another animation, the Spell_A resets on my unit everytime (because it's not finished). So I'm forced to use the flag: Don't reset on unhide.. but once again this is not optimal.
Edit2: Forgot to mention (still about Volchron), it is a bug I've notified on Blizzard forums, but I'm not sure about that one. On unit actors, you can modify the "Walk Speed Animation". This changes the scale at which the unit moves its legs. It does not work for Volchron, this field simply ignores it. However I am not sure if it's Blizz's fault, or the model's fault.
Thank you for reading.
In reply to Wonder_Rem:
Hi there mate. Alright thank for letting me know about this.
I'll take a look at it to see what is going on. I'll come back to you with what I may find and wether it works as I have intended or that something has screwed it up.
In reply to Wonder_Rem:
I have checked the models and examined them compared to their base.
For the Augmentor the animations workability are equal to the Templar Archives ones.
When doing standard upgrading the Stand Work animation plays out as it should (looped until upg is finished)
I would reckon that the actor event that calls the Stand Work with play forever should work just fine (if you want console commands to trigger states)
Also, if you see difference between the cutscene model and actual structure, then I would recommend checking the actor for the structure.
The Volchron Spell A animation is indeed fairly long, it has about 75% of reverting to idle after the initial action. This however is no different from the Artanis model it is based on.
"This changes the scale at which the unit moves its legs. It does not work for Volchron, this field simply ignores it. However I am not sure if it's Blizz's fault, or the model's fault."
To my knowledge, this is not entirely true. the movement speed setting only changes the speed at which the model moves within the game metric, it does not affect model animation speeds. For instance, if a model has walking anmation set for 2,25 frequency, but the actor movement speed is set to 5, it will seem as if Volchron skates acros the field. (if memory serves)
As far as both models go, they work as intended, meaning based on the core model they were designed after and operable as such (Volchron --> Artanis / Augmentor --> Templar Archives) without more context of what presicely you're trying to do and how I can't see any issues that would be related directly to the models.
In reply to WingedArchon:
Alright thx for your check up. So I've retried my Augmentor again, and for some reasons, the animation works like a charm atm. I'll have to see if something else was bugging it in my actor's events. Weird part is, I did not change anything in my actor, so I presume I was just having a bad day. For the Volchron, here's a video link that should make it easier to understand what I meant.
In reply to Wonder_Rem:
Hi there mate, Aboout the Augmentor, good that that has resolved itself (yeah the editor has its mysterious ways shall we say)
As for Volchron: Regarding the first part, I suppose you found a combination of several animation states which I simply hadn't accounted for (not planned)
answer: yeah I can add a version of the spell animation where the long 'go back to idle' is removed.
Regarding the walking: I understand what you meant and it is weird because I don't have that issue. The walk speed visible in the video after removal of that update thing is also very odd. I copied the Artanis actor for my hero 'Volkron' unit and I never had issues and as far as I can see it also doesn't use such movement update.
Not really sure if I can do much about this one.
In reply to WingedArchon:
Thx much this far for taking the time!