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Kodo Wagon

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is the Kodo Wagon, mounted with two tents, and capable of carrying large loads of supplies or people. Based upon the unused WoW model.

Uses ingame textures.

If you use this, give credits to me. Do not steal or post it on any other site.

Thanks to Zerox for merging it where my programs failed. :)


Edit: DonDustin and I have stated that custom cargo options would likely be best for players. So, the Custom-load Kodo Wagon is ready to haul all your convoy needs, replacing the pre-set version.

Attachment points are: Right Arm, Right Hand, Left Arm, and Left Hand. These are placed inside the tents.

Keywords:
Kodo, Koto, Beast, Wagon, Tent, Horde, Orc, Tauren, giant, Kalimdor, varsaigen, custom
Contents

Kodo Wagon (Model)

Reviews
12:39, 18th Apr 2010 DonDustin: I don't see that much work in this, but it seems useful for sure. There is just 1 thing that I really really really suggest: remove some of the things in the wagon and place attachment points instead. That way people...

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12:39, 18th Apr 2010
DonDustin: I don't see that much work in this, but it seems useful for sure. There is just 1 thing that I really really really suggest: remove some of the things in the wagon and place attachment points instead.
That way people could choose themself what this kodo is supposted to carry.
 
Level 23
Joined
Jan 25, 2008
Messages
7,799
DonDustin: I don't see that much work in this, but it seems useful for sure. There is just 1 thing that I really really really suggest: remove some of the things in the wagon and place attachment points instead.
That way people could choose themself what this kodo is supposted to carry.
Ok. So, I guess version 2 will replace this. Very well. I'll see about getting attachment points assigned. :) And I agree that it has a ton of cargo. We are on the same page as far as I can tell :D

I could have two versions, one being custom cargo, and this one having bigger supplies, and thus less polies. Because not everyone requires custom cargo, and will need to assign them. So having two versions could prove beneficial. :)

Edit: Ok, so, as DonDustin and I both thought about the attachment point version, it is here that it shall go, replacing the pre-set version. Now, with a lower filesize, it provides players with the option of choosing what is loaded within it's tents. Attachment points are the Right/Left Arms and Hands.
 
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No.... Just a fun fact. I've grown bigger than trolling and implying people are idiots XD which is not what i mean't at all. It was just a little joke. Excellent model btw 5\5.

Varsaigen is a nick thought out by him. I know that since we do hang around for quite long... So.. do yourself and us a favor xRiotZx, do not say anything, anymore.. *sigh*
 
Level 23
Joined
Jan 25, 2008
Messages
7,799
Would you be able to accurately animate four Kodo walking out of sinc with a fortress on its back? Easily? It's much harder than one would think. But please, enough about the fortress. XD We don't want to crush the poor beasts... They are endangered enough as it is! XD

But back on topic... thanks! I'm glad you like it! :p
 
Level 2
Joined
Jun 14, 2010
Messages
11
Probably me just being bad, but everytime I try to set the model to this using Kodo Wagon_Custom.mdx my World Editor crashes. I honestly don't know a whole lot when it comes to importing models, am I using the wrong path or what? Help. :cry:
 
Level 23
Joined
Jan 25, 2008
Messages
7,799
Probably me just being bad, but everytime I try to set the model to this using Kodo Wagon_Custom.mdx my World Editor crashes. I honestly don't know a whole lot when it comes to importing models, am I using the wrong path or what? Help. :cry:

There is a handy section linked just under the download link on the first page, that tells you how to import the model. It works quite well. :)
 
Level 2
Joined
Jun 14, 2010
Messages
11
I didn't really make clear the problem. The problem being is that I follow that guide, import the file but leave the path alone. Go into the Object Editor, and 'attempted' to modify a Kodo Rider (my choice of conversion) using Kodo Wagon_Custom.mdx, which automatically sets to Kodo Wagon_Custom.mdl like usual. Now, I restart the editor as per usual and it simply does not work. "Cannot find Kodo Wagon blah blah blah".

Modifing the import path and doing that again causes the editor to crash the moment it even attempts to render the image (or if I try to set the model image for the unit), same for war3mapImported\Kodo Wagon_Custom.mdx. So I'm completely lost as to how this is supposed to work.

Edit: Also, using the 'Import' selection as done in the guide for choosing the model shows instead of Kodo Wagon_Custom.mdx, it shows war3mapImported\Kodo Wagon_Custom.mdx (where upon even highlighting this option will cause an immediate crash of WC3 Editor). Normal do custom paths via copy/paste so I didn't first realize this, maybe you can decipher something.
 
Level 4
Joined
Nov 6, 2008
Messages
77
This model crashes the editor any time you attempt to load it. A fixed version would be really nice.

edit:

I finally figured it out. The model has alot of geoset animations without anything connected to them, delete those and it works just fine without crashing. Hope this helps for anyone who wants to use the model, it's very nice.=)
 
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Level 1
Joined
Feb 5, 2014
Messages
6
This model crashes the editor any time you attempt to load it. A fixed version would be really nice.

edit:

I finally figured it out. The model has alot of geoset animations without anything connected to them, delete those and it works just fine without crashing. Hope this helps for anyone who wants to use the model, it's very nice.=)

yes... for me..it ruined my map. After loading this model I wasnt able to open it again.... thanx a lot!
 
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