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Dwarven FATMAN

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Dwarven FATMAN V1.2
By: Sephiroth_VII
aka Daniel Manion
aka NautalusX


FATMAN: Yet another one of the dwarfs master creations. A huge tank that owns the battle field. It got its name for obvious reasons. A army on wheels equiped with every known dwarven weapon. Its armor is heavily fortified only weak against seige attacks.
The dwarfs feel that they already have plenty of tank models and theres no need for more!!!


Everything from scratch except:
Textures from Blizzard. Dwarf Model Meshes by Blizzard. (I reanimated the dwarf)
Most of the death explosion particles are a modified combination of WILLTHEALMIGHTY's nuke, and anarchianbedlam's PUMA(flares).

Thx to Blinkboy for the great animation tutorial.
Thx also to all the modelers who made the great tank and explosion type models, I've looked over many of them and studied them.


FATMAN1.jpg

FATMAN2.jpg

FATMAN3.jpg

FATMAN4.jpg

FATMAN5.jpg

FATMAN6.jpg

FATMAN7.jpg

FATMAN8.jpg

FATMAN9.jpg

FATMAN10.jpg


PLAY THE TEST MAP! JUST DO IT! YOUR MISSING OUT IF YOU DONT! I made custom abilitys for all the tanks animations.
TESTMAP:
http://www.hiveworkshop.com/forums/modeling-and-animation-276/dwarven-fatman-141023/#post1274213


FILE SIZE: This model file is 373kbs, when compressed in your maps mpq it shrinks to 95.9kbs. Which means it really only takes 95.9kbs of map file size.

I ran it through MDLVIS optimizer with most ticks checked. After that I ran it through Mdx Squisher. Also When making the mesh/animations I was really careful to be effecient as possible with high quality too. The only issues you should have with this, is it may cause some lag during death explode when it shoots out tons of particles.



------------ANIMATIONS------------
Stand - 1
Stand Alternate - (Support legs down)
Portrait
Stand - 2
Stand - 3
Walk
Attack" - Main Cannon
Attack Alternate - Main Cannon (Support legs down)
Spell First - Machine Gun
Spell Second - Mortar Cannons
Spell Third - AA Missiles
Spell Fourth - Mages Beam (Support legs down)
Death Explode
Decay Flesh

------------ATTACHMENTS-----------
weapon first - Main Cannon
weapon second - Machine Gun L
weapon third - Machine Gun R
weapon fourth - AA Missiles L
weapon fifth - AA Missiles R
sprite first - Mortar L1
sprite second - Mortar L2
sprite third - Mortar R1
sprite fourth - Mortar R2
sprite fifth - Middle Castle
sprite sixth - Back Right
chest -Overhead Dwarf
hand right - Orgin Dwarf
overhead - Overhead Tank
origin - Origin Tank
head - Dwarf Head


*Do NOT modify or redistribute this model in any way.*
*Copyright Daniel Manion 2009*
*Give Credit to Sephiroth_VII*

comments & criticisim plz.

Keywords:
Tank, Mechanical, Uber, Amazing, Awesome, Siege, Machine, Dwarven, Fatman, Machine, War,
Contents

Dwarven FATMAN (Model)

Reviews
18:42, 2nd Sep 2009 Pyritie: ...holy shit man, this is amazing! Just a few things you can fix though: - In the death and decay anims, hide the geosets that are giving the headlights that "beam" of light, if you get what I mean. - The death anim is...

Moderator

M

Moderator

18:42, 2nd Sep 2009
Pyritie: ...holy shit man, this is amazing! Just a few things you can fix though:
- In the death and decay anims, hide the geosets that are giving the headlights that "beam" of light, if you get what I mean.
- The death anim is OMFG but I think you can lower the particle count a bit. 1000 is a lot.
- A thought: In the attack alternate anim, if it has those things on the ground shouldn't the recoil be much less?
- During the stand 3 anim you can lower the particle count there as well.

7th Oct 2009
Pyritie: Set back to rejected because you didn't fix the 1st and 3rd things.

General Frank: Still not fixed. Set back to rejected.
 
Level 14
Joined
Jul 1, 2008
Messages
1,314
Just wow!! Im a fan of animations, and thats why i love your tank. So much detail :)

But it seems, there are no rockets and mortar grenades visible in third and fourth spell anim.
And its somehow strange, that the tank comes back to his old position after firing without moving its wheels, but this is only a little detail.

Edit:
Ok now, that i played the map about your tank, i understand your idea of how the animations are supposed to work, so the critics about the lack of projectiles are useless.
 
Level 15
Joined
Jun 10, 2007
Messages
389
The wheels rolling to make it come back during attack is a good idea that slipped my mind. I'll have to include that in 1.1 along with some particle differences in the attack alternate. Attack alternate should look more powerful...

What about the scale of the model? Too big? If there's any changes you'd like for V1.1 let me know.
 
Last edited:
Level 14
Joined
Jul 1, 2008
Messages
1,314
hm yeah maybe it would be better to make one continuous track instead of the choppy ones. But it doesnt make the model, its just a little detail, at least it makes tracks :)

Overall, the model looks really beautifull in my opinion.
 
Level 15
Joined
Jun 10, 2007
Messages
389
--------------------FATMAN 1.1 Update----------
File Size:
90.9kb in MPQ, (really only takes 90.9kbs of actual map size)
372kb mdx file size

Fixed Footprint tracks so they are continuous
Shaved about 350 tris off Stand-3 particles
Shaved about 1150! tris off death explode without much quality difference (it was really wasteful before)
Scaled the whole model 3% smaller
Unlinearized the animations
Made the wheels roll back during attack, attack alt, and spell fourth
Fixed a priority plane issue with FireR2 and FireL2
Made Lights go off when tank is dead
Made attack alternate particles different
Fixed the AA Missle ability in my test map
Updated test map and all descriptions

I didn't like the low quality that the linearized animations had compared to the unlinearized ones. The cost, of course, is larger
file size, but I think it's worth it. V1.0 was 72kbs in MPQ, now its 90.9kbs

These things LOOK DIFFERENT in game then they do in MAGOS(War3ModelEditor)!!:
The Big Explosion is seen in game, the lights go off when it dies in game, and the exhaust flames work properly in game.
--------------------------------------------------------------
Why do all the quotations in my description say "&quote;" ?
 
Level 1
Joined
Mar 30, 2009
Messages
6
Awesome model, really... I also love the way you managed to put all the shots in the specific cannons in the test map spells... 5/5
 
Level 3
Joined
May 17, 2008
Messages
29
!!!!!!!!!!!!!!!!!!!

I have two things to say.


1.) Great model. Maby best on hive 5/5 +rep

2.) THIS THING FUCKS WITH CHUCK NORIS ZOMGWTFBBQ!??!?!??!?!?!

:mwahaha:
 
personally the barracks and barrels textures kinda throw it off for me

other than that its definently ATLEAST a 4

oh and i would compleetly remove the kickback, or maybe just make it a little bit of vibration, since when in turret mode, it always kicks backwards, even when its attacking a target to the right, that or maybe put the kickback on the gun, and not on the body, that would be cool to
 
Level 15
Joined
Jun 10, 2007
Messages
389
Yea this is good once I mention DC the real critiques start coming. lolz.
Be honest, anything you dislike about it TELL ME so I can change/fix it!!1

The barrel/castle textures I understand throw it it off. Tank should be all metal. Yea I was trying to spice it up a bit instead of have all siege tank texture. I'll try and find a better fitting texture in the mpq. Any suggestions would be great.
 
Level 15
Joined
Jun 10, 2007
Messages
389
Finally a super tank model which :D ..... What? .... NO it has LARGE FILESIZE! :(

Also 100kb increase in my map size is heavy, also squisher doesn't help much with this model. Maybe I'm going to use it...

Isn't the new b.net size like 4mb or somthing? Why then is this a problem? I can't just magically make the size go down to 50kb. It has lots of geosets, particles, lots of everything.
 
Level 15
Joined
Jun 10, 2007
Messages
389
It should be good to go now. Sorry for the delay, I know it's been to long, but I finally got around to it!

Here is the test map for any of you who just missed the bright green link, and all caps letters in the description clearly pointing it out, or just skipped the description all together: http://www.hiveworkshop.com/forums/modeling-and-animation-276/dwarven-fatman-141023/#post1274213


----------------------------------FATMAN 1.2 Update------------------------------
File Size:
95.9kb in MPQ,
373kb mdx file size

Got rid of the recoil kickback on attack alt and spell fourth
Made opacity of lights change during animations, flicker or dim
Made main cannon 5% wider on the end

Once again I remind you the lights going on and off, flickering, dim, ect. DOES work in game test it and you will see.
Also other things are better seen in game like exhaust flames and big explosion glow.
 
Last edited:
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