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Greek House

A house for my greek set, this time the design is my own. I hope you enjoy it.

UPDATE: Fixed the portrait.

Keywords:
house, greek, ancient, civilization, empires, mythology, roman, villa
Contents

Greek House (Model)

Reviews
00:21, 7th Jul 2014 MiniMage: Same like the other models. Approved. I think I'll be using that special ground texture that you use for your models. It looks neat as well. You should upload it or something, it really does look useful.

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00:21, 7th Jul 2014
MiniMage: Same like the other models. Approved. I think I'll be using that special ground texture that you use for your models. It looks neat as well. You should upload it or something, it really does look useful.
 
I decided not to add trees since basic houses are often placed in groups, and i want avoid things that could cause too obvious repetition. I thought of maybe adding a cart standing somewhere near the wall though, just to get some extra detail.

Some bonus shots, a greek village under construction:

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I also made a decal texture to use instead of the regular ground textures of warcraft (attached below). Just import it using the path "ReplaceableTextures\Splats\HumanTownHallUberSplat.blp" and it will replace the town hall ground texture. I use it for all my greek structures.
 

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Level 7
Joined
Apr 5, 2013
Messages
243
Portrait looks bugged?

Most of the set buildings' portraits need a fix.

Fin, this one looks great too! Any chance you have a smaller version of the ground texture for farm sized structures? (I'm using an x 0.60-0.70 scale and it looks too large for the houses for example).
 
Option 1 is to overwrite it to another path, such as "ReplaceableTextures\Splats\HumanUberSplat.blp", which are drawn on smaller polygons in the game. Option 2 is to downscale it yourself, in GIMP or photoshop! Just remember to sharpen it afterwards so it doesn't get blurry.

Also, i am curious as to how you feel the portrait is bugged? It does not always have the best camera angles, sure, but it is at least functional?
 
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Level 7
Joined
Apr 5, 2013
Messages
243
Option 1 is to overwrite it to another path, such as "ReplaceableTextures\Splats\HumanUberSplat.blp", which are drawn on smaller polygons in the game. Option 2 is to downscale it yourself, in GIMP or photoshop! Just remember to sharpen it afterwards so it doesn't get blurry.

Also, i am curious as to how you feel the portrait is bugged? It does not always have the best camera angles, sure, but it is at least functional?


I'll try the first option and see how it works.

I'm not talking about the house one. I think the archery range is fine too. But the rest seem to be from the same angle (if I recall right), but parts of the building are missing in the portraits (see your screenshots above).
 
Level 15
Joined
Nov 30, 2007
Messages
1,202
Love the map you revealed there, I still want to see a thread made for it.

Oh and yea.. before I forget, nice model. ^^

In my oppinion the smoke should be removed, they have a negative effect on how it looks if you place them together.

If you feel like it, I wouldn't blame you for making a tal version as well. :D
 
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Love the map you revealed there, I still want to see a thread made for it.

Oh and yea.. before I forget, nice model. ^^

In my oppinion the smoke should be removed, they have a negative effect on how it looks if you place them together.

If you feel like it, I wouldn't blame you for making a tal version as well. :D



Hehe yeah, people have been saying that, but frankly this is the least prioritized map of the ones i am making, and i chose to upload these models mostly for the sake of the community. Perhaps later i will get the feel for it and finish enough to start a thread, right now, i am not really finished with the concept other than that it will be a melee style map where each player starts with a single building, and then captures more town centers (but constructs all other buildings). The factions will be Rome, Carthage, Seleucids, Ptolemaic Egypt, Macedonia, Gauls, Athens, Parthia and Scythia. Other possibilities are Iberia and Epirus.

As for the smoke - don't be fooled by how it looks in the editor, ingame it is a very, very subtle effect and i think it adds some motion into the scene.

I will be making my own triremes, or to be exact - a trireme (arrows), quinquereme (ballista) and hexareme (catapult).

@Pson: Oh, i noticed now. I have no idea why that happens, it is as if it was clipped off by some plane. I will see if moving back the team glow helps.
 
Level 7
Joined
Apr 5, 2013
Messages
243
Nice, ships will be useful as well:)

Your map concept seems very simular to an old, simpler map of mine, as well as the style I ended up turning down in favor of the age of empire-ish one. If you end up working on it I'd suggest replacing Athenians with Achaean League or Spartans, as the former had no real military or political power in the hellenistic period. That would also move the faction more south to the peloponnese, leaving more space between them and Macedon. You could also change Parthia for a (celt)iberian tribe using the same building set with Gauls, saving the need for eastern building set, spreading factions out more and avoiding to place the parthians more to the west than they were (if you set it to a later period with them in your map, several of the rest of your factions would be gone historicly). A thracian (tribal or macedonian lysimacid) or dacian/getic tribe might also be good for map balance unless you're using the southwesternmost scythians. Pontus or armenia might be another option if you want eastern flavor and that region seems a bit empty, and the formed could use the greek set as well.

Ofc those are matters of preference and you might know the way you want it better.
 
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Level 22
Joined
Sep 24, 2005
Messages
4,821
Awesome stuff there man, I remember we had some greek themed units in the resource section, now someone could use it to make a custom race eh? :D
 
Level 13
Joined
Aug 19, 2014
Messages
1,111
Now thats an awesome building dude, its very nice when it has a nice pathing texture and birth mesh that come with it.
 
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