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SC2 Doomguard

Model Exported a Long time ago from Sc2 warcraft assets, Will upload more that i have in My inventory I prefer this than Reforged

credits to blizzard, thanks taylormouse for plugins :D
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SC2 Doomguard (Model)

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FeelsGoodMan
Must meet these requirements: Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by...
Level 15
Joined
Dec 17, 2009
Messages
139
Would actually be kind of neat to have all the Warcraft SC2 assets here on Hive. So please by all means, go ahead. But remember that all models should work optimally in Warcraft 3.

I ported some models, My plan was to export all of them but got a lot of issues with some, like Demon wagon and Pitlord, so I abandoned it, My plan is recover these files from my backup and upload them, Regards!
 
Level 17
Joined
Nov 12, 2016
Messages
780
I ported some models, My plan was to export all of them but got a lot of issues with some, like Demon wagon and Pitlord, so I abandoned it, My plan is recover these files from my backup and upload them, Regards!

I wish you success in this task, because it is a great idea.
 
Last edited:
Level 21
Joined
Jul 2, 2009
Messages
2,934
I honestly much prefer the Warcraft III Reforged version honestly...

Way much better and it looks like he does in World of Warcraft.
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait. - On a side note it would be nice if you zoomed out the camera a bit and added a team colored background.
  • Must have attachment points.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas. This can be done easily with RMS (Retera Model Studio Reforged Hack). - The normals weren't calculated, but it doesn't have any dark/black areas so I'll let it slide.
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in WoW SC2 is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

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Set to approved. Please consider looking into the red areas under optional.
 
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Whats all of this with those rules ?
These are issues ported models often are prone to. The ported SCII models are no exceptions.

And he is doing it correctly
This one was correct, and therefore got approved. If you look at some of the other ones they did not get approved due to several issues.
 
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