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Fortification gate big

This is a bigger version of this gate. It has different animation sets:

-Closed (Stand)
-Opened (Stand alternate)
-Destroyed gate door (Stand upgrade first)

I also made a presenation map, where you can see how the model is intended to work.

The model only uses ingame textures (for low filesize) and has a portrait camera, team colour, the standard animations (Stand/Birth/Death/Decay) an upgrade level and an alternative animation set.


Pls give credits, if you use it in your map.
You are allowed to modify it as long as you give credits.

Keywords:
fortification, gate, wall, stone, building, structure, medieval, age,
Contents

Fortification gate big (Model)

Reviews
03:12, 14th Mar 2012 anarchianbedlam: Looks great, useful, and works ingame. Good job

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M

Moderator

03:12, 14th Mar 2012
anarchianbedlam: Looks great, useful, and works ingame. Good job
 
Tips:
- Change "Birth Alternate" to "Morph" and "Birth Upgrade First" to "Morph Alternate"
- Make a pack with all related models.
2/5

-> Morph is used for units, but as this model is intended to work as a structure (with the possibility of "upgrading" the opened gate into a closed gate etc.), I'll rather leave it as it is now.
-> Yea, will make a pack after the two newest additions get approved.
 
Level 3
Joined
Jul 28, 2012
Messages
31
The reason why they said the morph fact, is because you have a problem in your structures design. When you put it to Upgrade first, when it finishes upgrading, it just slams the gate into the ground, which if you wanted the upgrade first part to be, you know, upgrade to close. Works terribly. Because when the gate finishes closing, it looks like it was broken. .-.
Best solution is to actually make "stand Upgrade First" look the same as "Stand". That way, the gate looks like it can open and close easily without you having to make a trigger for it.
 
The reason why they said the morph fact, is because you have a problem in your structures design. When you put it to Upgrade first, when it finishes upgrading, it just slams the gate into the ground, which if you wanted the upgrade first part to be, you know, upgrade to close. Works terribly. Because when the gate finishes closing, it looks like it was broken. .-.
Best solution is to actually make "stand Upgrade First" look the same as "Stand". That way, the gate looks like it can open and close easily without you having to make a trigger for it.

But "Stand Upgrade First" is already the version where the gate is destroyed but the building is still intact. To avoid the problem you mentioned I made the close animation a bit longer where it just stays closed. Then in game I can replace the closing gate just before the end of the animation through triggers with a closed gate. Works well as you can see in my map. :wink:

Of course if you want to use the gate without triggers feel free to copy the "stand" animation lines over the "upgrade first" animation lines for your use in the mdl file. But then you won't have a "only destroyed gate" version and in your normal death animations only the gate will be destroyed and not the whole building. So it will still look a bit weird at death... (Building will just instantly sink into the ground at the change from death to decay)

The concept for this model is to have a partly destroyable gate house. First the gate is destroyed, then the whole building. You can't do this without using any triggers (Need to place the partly destroyed version after the undamaged version dies). So as I had to use triggers anyway, I made the model with the minimal amount of required animations (eg. no duplicate animations) to reduce file size.
 
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