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DarkSpear Shadow Raider WoW

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
Hi all! Somebody have already seen my work of reforged models, but I was originally engaged in wow models.

This is model from World of Warcraft, but it's custom unit. This is troll raider and my vision of troll heritage armor which they didn't get in wow. More over model has portrait and icons (for reforged 256x256), but you can change scale for classic in paint. Model work in classic and reforged.

Models are converted and edited by me.

Size of models isn't so big. It's just rules of upload so there is a lot of overlapping textures, just delete them after download. Report me if there will be problems with models.

You can support me by Patreon. You can check here why I ask for this support.

1) Calculated extents
2) Optimized skeleton - cut model size
3) Added Decay Flesh and Decay bone animations
4) Added sound of death and bloodsplat
5) Added collision shapes
Previews
Contents

Dark Spear Troll Raider Blue (Model)

Dark Spear Troll Raider Blue Portrait (Model)

DarkSpear Shadow Raider (Model)

DarkSpear Shadow Raider Dark (Model)

DarkSpear Shadow Raider Portrait (Model)

DarkSpear Shadow Raider Portrait Dark (Model)

Icon BTN (Texture)

Icon DISBTN (Texture)

Icon2 BTN (Texture)

Icon2 DISBTN (Texture)

Icon3 BTN (Texture)

Icon3 DISBTN (Texture)

Reviews
loktar
Ok, looks good. I only think it would be better to make the body sink in decay flesh, and make decay bone empty (not sure about this). There are still a few duplicate/useless attachments left. And it would be nice to have footprints too. Also, sorry I...
FeelsGoodMan
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...
Level 4
Joined
May 19, 2020
Messages
319
Mate I told you in different places that wow models in reforged format is bad things) Some of models can work not bad as reforged mdx, but a lot of them better to use as classic mdx version)
Yes, i understand, because the WOW textures already have details of depth and shadows, which can hinder applying the Reforged Normal's. But I thought you had achieved some success in this regard and here at Hive working only with the new graphics engine.
 
A few issues:
-Model has no sequence extents
-No decay animations
-No camera and no regular Portrait animation (only Portrait Talk)
-Many attachments outside the bone hierarchy
-Missing collision shape and event objects
(-Consider saving the textures at a lower quality, saves a lot of filesize for no noticeable difference)


Some simple tutorials:
Dissipate | HIVE
Decay | HIVE
 
Last edited:
A few issues:
-Model has no sequence extents
-No decay animations
-No camera and no regular Portrait animation (only Portrait Talk)
-Many attachments outside the bone hierarchy
-Missing collision shape and event objects
(-Consider saving the textures at a lower quality, saves a lot of filesize for no noticeable difference)


Some simple tutorials:
Dissipate | HIVE
Decay | HIVE
I made portrait model which has portrait talk and portrait animations. About decay - read discription of model. Well, I will delete useless attachments, add collision and optimize texture.
 
Hmm, weird. Make sure the model has proper sequence extents. Check in the WE model previewer if the animation works well there.
Also try changing the death time in the object editor, it should be about the same as the animation length (you can see animation time in the previewer of WE), in rare cases it can bug out if it's not correct.

Maybe also check in Sanity Test | HIVE if there are any problems.
 
Hmm, weird. Make sure the model has proper sequence extents. Check in the WE model previewer if the animation works well there.
Also try changing the death time in the object editor, it should be about the same as the animation length (you can see animation time in the previewer of WE), in rare cases it can bug out if it's not correct.

Maybe also check in Sanity Test | HIVE if there are any problems.

Check this, check this ... I didn't make things like this so "check this" for me is useless because there is no correct example how to make it correct) Before your requirements, the model worked fine in the game)
 
Level 4
Joined
May 19, 2020
Messages
319
@loktar
Did you mean delete animations ?? Forgive me, I don't know if that also comes into question and i don't speak english, but I don't consider any additional animation to the model as an obsolete form (as long as it works well). If the rules of group are to reduce the size of the models as much as possible, I do not agree with that in this aspect of animations.
The best thing about templates is that you have the option to change or increase the number and type of animations. Maintaining the kinematics, for example, gives us alternatives to perfect the model to your own taste!
 
Ok, looks good. I only think it would be better to make the body sink in decay flesh, and make decay bone empty (not sure about this). There are still a few duplicate/useless attachments left. And it would be nice to have footprints too.
Also, sorry I didn't notice before, but Spell Throw should be non-looping, and in Spell Slam there is a bug where he's suddenly holding two spears in his hand.
 
Ok, looks good. I only think it would be better to make the body sink in decay flesh, and make decay bone empty (not sure about this). There are still a few duplicate/useless attachments left. And it would be nice to have footprints too.
Also, sorry I didn't notice before, but Spell Throw should be non-looping, and in Spell Slam there is a bug where he's suddenly holding two spears in his hand.
Updated spell throw. I checked alpha of geoset in war3me, spell slam is ok. After death body lay sometime and then start to decay in real life) Useless attachments I will delete later. Footprints may be will add later.
 
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. - Spell, Spell Slam, Attack 1 and Attack 2 should have the same start and end keyframes. Attack 2 should also be set to non-looping. Spell Throw should have the penultimate keyframes deleted so the animation looks more smooth (I recommend deleting 5-6 keyframes before the final keyframe). Also please change the name of the Walk animation to Walk Alternate (or similar) and make the Walk Fast animation the primary walk animation.
  • 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. - On a side note of this, when you have a _Portrait model there is no need for the main model to have Portrait Talk animations.
  • Must have attachment points.
  • 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. 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 WoW 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.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

--------

Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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