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Altar of Kings

The Altar of Kings acts as a harness for the derelict life forces of fallen human champions. It is only at this site, once erected, that heroes may be resurrected to do battle once again. The specifics of this building's magical properties are among the most guarded secrets in all the human realms.
โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰
This model has some parts that were taken from WoW, but it was mostly developed by modeling and painting itself with Blender and Gimp software.
โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰โ•โ•โ•โ—‰
Character model belongs to World of Warcraft - Blizzard ยฎ
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License
Previews
Contents

BTN_UNIT_HU_Altar_of_Kings (Icon)

BTN_UNIT_HU_Altar_of_Kings (Classic) (Icon)

Altar of Kings (Model)

Reviews
FeelsGoodMan
Changes made, set to Approved! Good job!
Level 11
Joined
Mar 10, 2013
Messages
100
Super useful! Begs the question why Blizz didn't just use WoW Models for reforged?
Most models in wow were made to be looked at from the ground, first or third person, instead of the god view. Some animations may look weird from above and even the city of Quel'Thalas doesn't have a roof. Shape language has the same problem. Models are designed to be loked upon from the ground, making their most prominent features and proportions tailored and directed so. There could be models that work just fine tho...
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait.
  • Must have attachment points. - The human altar of kings have Overhead, Origin, Sprite First, Sprite Second, Sprite Third, Sprite Rallypoint.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size. - I managed to reduce one of the textures from 1.9mb to around 500kb without any noticeable loss of quality.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended. - Would be nice with some particle explosions.
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait.
  • Must have attachment points. - The human altar of kings have Overhead, Origin, Sprite First, Sprite Second, Sprite Third, Sprite Rallypoint.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size. - I managed to reduce one of the textures from 1.9mb to around 500kb without any noticeable loss of quality.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended. - Would be nice with some particle explosions.
The changes have been made :smile:
 
Geoset 6 exceeds the maximum of vertices in a single geoset (13399) and as a result the vertices goes haywire when viewing the model in-game (see screenshot further down for reference).

The lions specifically are extremely vertice intensive. Splitting them up into separate geosets solves this issue.

Other than the issue mentioned everything is looking fine.

Set to awaiting update.
screenshot_2-png.394396
 
Geoset 6 exceeds the maximum of vertices in a single geoset (13399) and as a result the vertices goes haywire when viewing the model in-game (see screenshot further down for reference).

The lions specifically are extremely vertice intensive. Splitting them up into separate geosets solves this issue.

Other than the issue mentioned everything is looking fine.

Set to awaiting update.
screenshot_2-png.394396
Fixed, thanks for the help :thumbs_up:
 
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