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Greek Town Center

I want to see more ancient-themed maps for warcraft, so i made this set of ancient greek buildings inspired by Age of Mythology and 0 a.d. I rarely use ingame textures, nor make building models, and this was a nice change. I planned for the set to contain the following buildings:

*Town Center
*Barracks
*Archery Range
*Stables
*Temple
*Siege Workshop
*House
*Watchtower
*Dock

Something i always loved in RTS game is when you can see the practical details of how buildings are constructed, such as timber framing going up, floors being laid and pieces of material being spread around, so i tried to incorporate that in these buildings. They also use the standard wc3 scaffolding and i hope they will fit OK together with normal wc3 buildings.

There are "sprite" attachment points which will make fires appear when it is damaged. For the first time, i have also been generous in teamcoloring. Enjoy.

UPDATE: Fixed the portrait.

Keywords:
Greek, Roman, Ancient, Town Hall, Base, Column, Mediterranean
Contents

Greek Town Center (Model)

Reviews
13:50, 6th Jul 2014 MiniMage: Same as the other ones.

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M

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13:50, 6th Jul 2014
MiniMage: Same as the other ones.
 
Level 7
Joined
Apr 5, 2013
Messages
243
The more I see them the more I'd like to use them. Might try to find a solution with 3-4 extra building models I'd need for now, and worry later about the last 3 civs. 5/5 great job for looks, usefulness and ancient era love. Great screenshot setting as well.
 
@Solu9: I am taking care of that too:

ScreenShot263.jpg

ScreenShot260.jpg

ScreenShot276.jpg



Legion3.jpg

ScreenShot290.jpg


I am also making some with ingame textures, but DAMN, it is hard to find bronze and plain fabric in wc3. I am using a dwarf beard for linen and the trim from the graveyard for breastplate. I might end up just tinting some metal textures.

@Pson: if there are any particular buildings you need, you can always ask and i will see what i can do. I can still see you problem design-wise. It is possible though to "stretch" the top part of the buildings upwards in magos model editor, if you want them to be less flat. You can also do do edits to the skins and overwrite them, such as pasting the barracks roof over the one in the CityBuildings texture and make it teamcolored.
 
Last edited:
Level 7
Joined
Apr 5, 2013
Messages
243
@Pson: if there are any particular buildings you need, you can always ask and i will see what i can do. I can still see you problem design-wise. It is possible though to "stretch" the top part of the buildings upwards in magos model editor, if you want them to be less flat. You can also do do edits to the skins and overwrite them, such as pasting the barracks roof over the one in the CityBuildings texture and make it teamcolored.

You've made or will make
*Town Center
*Barracks
*Archery Range
*Stables
*Temple
*Siege Workshop
*House
*Watchtower
*Dock

I'll probably use all of them besides the Siege Workshop.

I'd also need (seems they're more than I thought):
*Fortress
*Market
*Storehouse
*Academy (tech/philosopher one, not military)
*Blacksmith

*Tower variation(s)/upgrade(s) scout/guard/ballista versions (not that important)
*House variation/upgrade, farm->villa (not that important)

If you're interested in making some of them I'd be grateful, if not, I'll find someone do the merge thing you suggested. Glad you're making units with in game textures as well. I've got some specially made/edited for my map (so if anyone looks for units to match with this building set I can provide some) but most lack high polish level and historical details.

Edit: I think all of them besides the archery could use a better portrait.
 
Last edited:
Level 7
Joined
Apr 5, 2013
Messages
243
One more small flaw: To have a decent size for the structures, the normal building collision paths are too small to cover their entire size. Also due to direction they wouldn't cover the town center's "garden" edges anyway, so units will walk through the little trees. (There could be simple fixes to those things though, as they are some of the editor fields I'm unfamiliar with).

Also, any suggestions on what shadows to use with them?
 

Deleted member 237964

D

Deleted member 237964

I like it.It reminds me of "Age of Empires' bronze age town center.Looks exacly like it.Good work.Same goes for other Greek buildings.
 
One more small flaw: To have a decent size for the structures, the normal building collision paths are too small to cover their entire size. Also due to direction they wouldn't cover the town center's "garden" edges anyway, so units will walk through the little trees. (There could be simple fixes to those things though, as they are some of the editor fields I'm unfamiliar with).

Also, any suggestions on what shadows to use with them?

I forgot to mention in the post, that i was already planning to make a market, blacksmith and storehouse aswell. We will see about the fortress and academy/university.

About the pathing texture, it is easy to make your own and it can be done in paint. First, create a document which has the same pixel dimensions as the tile width you want your pathing texture to be, like 24x24. It is safest to make them square. Start with painting all pixels black, then sample the magenta color which "unpathable" pathing has in wc3 (you can open a path texture in magos model editor, export it as bmp, open it in paint or photoshop, and use the eyedropper tool to get the color). Paint the pixels you want unpathable in magenta, black pixels will be unused. Do the same procedure to sample the blue, "unbuildable" color and paint it where you need it. Save the image, as .tga if you are using photoshop or jpeg if you are using paint (and then just google "tga converter" and use any online tool to get it into a tga). Finally import it to your map and use it.
 
Level 48
Joined
Apr 18, 2008
Messages
8,416
@Solu9: I am taking care of that too:

ScreenShot263.jpg

ScreenShot260.jpg

ScreenShot276.jpg



Legion3.jpg

ScreenShot290.jpg


I am also making some with ingame textures, but DAMN, it is hard to find bronze and plain fabric in wc3. I am using a dwarf beard for linen and the trim from the graveyard for breastplate. I might end up just tinting some metal textures.

@Pson: if there are any particular buildings you need, you can always ask and i will see what i can do. I can still see you problem design-wise. It is possible though to "stretch" the top part of the buildings upwards in magos model editor, if you want them to be less flat. You can also do do edits to the skins and overwrite them, such as pasting the barracks roof over the one in the CityBuildings texture and make it teamcolored.

Have you tried the human blacksmith for bronze?

Oh, and by the way, those Greek\Roman models look incredible. I was thinking about re-creating the greek Colossus for Warcraft a while ago, just because it's such a damn cool unit, and I would love to see any other AoM or just history-inspired units and models you could come up with. :O
On another note, I think it would be really cool if you included a few different variations for the dwelling houses, by using animation sets or just releasing them separately. 3-5 different houses would be incredible, with minor variations like outside decors, shape, roof texture, etc.
 
Have you tried the human blacksmith for bronze?

Oh, and by the way, those Greek\Roman models look incredible. I was thinking about re-creating the greek Colossus for Warcraft a while ago, just because it's such a damn cool unit, and I would love to see any other AoM or just history-inspired units and models you could come up with. :O
On another note, I think it would be really cool if you included a few different variations for the dwelling houses, by using animation sets or just releasing them separately. 3-5 different houses would be incredible, with minor variations like outside decors, shape, roof texture, etc.

One cool unit i would love to see made is the Talos - a giant bronze golem created by Zeus to guard the island of Crete. It would march the beaches and throw rocks at approaching ships, or kill sailors by grabbing them and burning them against his armor which would have gone glowing hot in the sun.

Talos_by_Hide1976.jpg


But yeah, i could propably make at least two different houses - partially because i cannot seem to settle for a single design. Part of me want them to be T or L-shaped like in AoM, part wants them to be enclosed with a small yard like the ones in 0.a.d (which is more historical).

@Eagle: I want to! But ultimately it depends on wether i can find appropriate textures or not, and i can also not make any promises until i have completed the greek race. Sometimes i lose interest after a few weeks of working on a project, and it can take some time before i finish it. I am confident that i will finish the buildings i have set up to make though.

By wall doodads, do you mean like, if you want to make a building interior terrain? Because that would not be too hard for me to fix, although they might not look so great on their own.
 
btw for bronze texture, there's the statue doodad model (the one with a sword being held at the chest and pointed downwards, and the guy is wearing a helmet). that might do

i reckon tho that a single texture for all ur units (like with the uruks) wud be easier to make, and since u can wrap it to ur liking, require less polys than if u were to use bits n pieces from ingame
 
Level 10
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Feb 27, 2007
Messages
718
One cool unit i would love to see made is the Talos - a giant bronze golem created by Zeus to guard the island of Crete. It would march the beaches and throw rocks at approaching ships, or kill sailors by grabbing them and burning them against his armor which would have gone glowing hot in the sun.

s42582528.jpg


72342299.jpg


Neither of these are exact but I've found several models that resemble what you speak of.

Nice Town Hall by the way.
 
Level 1
Joined
Apr 26, 2013
Messages
2
One question, does this town hall has got 3 tiers? I cannot see on the screenshot.
And maybe a second one, can you also make egyptian buldings like in AoM? I do not know how often I have missed them.
 
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