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Stallord

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Here he is.
Finally the Boss of the Abiter's Grounds has dicided to visit the Hive and grant us with his presence.
The legendary Stallord!

I created him by using Skeleton/Frostwyrm Geosets.
ALL the Animations are made by me.
His height should be the height of the Pitlord.
He can attack both ground units (Claws) and flying units (Breath).
He also can just use his breath to damage enemy units. (Stand Channel)
He drags himself across the ground. (Walk)
When he dies he slowly turns black and then disapears. (Dissipate)

Also you should use the following settings: (Ctrl + D)
(I used the human paladin)
speed 300
walk 125
run 125
SelectionScale 2.25
shadowW 220
shadowH 220
shadowX 80
shadowY 80
modelscale 1.20
death 3.00

cool1 2.05
backSW1 0.500
dmgp1 0.600
weapType1 MetalHeavyChop

cool2 2.05
backSW2 0.500
dmgp2 0.600
MissileArt StallordBreathMissile
MissileSpeed 900
Qfact2 0.25
Hfact2 0.50
weapTp2 msplash
Qarea2 250
Harea2 150
Farea2 75
splashTargs ground, structure, debris

weapsOn Both
minRange 100
armor Wood

unitsound FrostWyrm

-----Update 24. Jan. 2017-----
-Remade the Chest Area
-Now has a teamcolored Heart and Glow
-Attack Animations are now faster (Before: 1.5 seconds Now: 1.1 seconds)
-New Dissipate Animation
-Has now more accesories: Arrows in his Chest and Head; A bit of Hair behind his Head. (You know what i mean if you google 'Stallord' and look a his head)
-His Head is now a bit different.

-----Update 07. May. 2017-----
- Horns are now darker in color to be more in tune with the Artwork of him. (Artwork)
- His dorsal fin is also a bit darker than before
- The dust/dirt emitter is now trailed (or has a tail like it is called in the emitter editor)
- The cracked ground effect has been archived after two days of thinking and testing via event object. (suggested by @HappyCockroach )

-----Update 22. May. 2017-----
- The dust/dirt/rock emitter has been changed (by @HappyCockroach )
- He is no longer stuck to the ground. He uses now the 'simian' style.
- The Walk animation has now more movement. (by @HappyCockroach )
- The other animations are bit tweaked with.
- Removed the Cracked ground effect. (Reason is seen here)

---notices---
- I may or may not add my own BTN/DISBTN + Scorescreen.

------------------------------
If anyone wants to make a BTN/DISBTN for him than you can do this.

If you use this model then give credits to me for this idea,
but don't distribute him and don't edit him without my permission!?!
Contents

Stallord (Model)

StallordBreathMissile (Model)

Reviews
HappyCockroach
Okay, it has reached an acceptable standard, and shall be approved. Please work further on animations in your next models (or really consider transferring animations from a similar model). (Note: This might look like a triple post, but it's a triple...
yes it is weird, and a lot of things can be done to make it less weird. for example, did you know that you can use Matrix Eater to speed up the swing animations. that would do the trick on the melee attacks, along with adding some nicer and war3-like particle effects that would look much nicer than these you're currently using. tell me, author, would you want to try that? or should i help?
 
Level 30
Joined
Mar 14, 2014
Messages
1,215
yes it is weird, and a lot of things can be done to make it less weird. for example, did you know that you can use Matrix Eater to speed up the swing animations. that would do the trick on the melee attacks, along with adding some nicer and war3-like particle effects that would look much nicer than these you're currently using. tell me, author, would you want to try that? or should i help?

I didn't know Matrix Eater existed.
Also you can help. I'm not the best when it comes to animations and particle effects.
Just send me the Model when it is finished and i credit you for the work you have done.
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
How nifty.

So I guess my overall feeling is "good start, and a decent unit, but not quite the hero/boss unit intended". Really glad to finally see a Stallord model in the game, though; one of my all-time favorite Zelda bosses. : )

If you are going for a unit, I'd say it's pretty close. I agree it needs some more 'oomph' to its attacks, some actual Team Color (colored bones or frills or something), and probably some more nurnies; y'know, little additions to the model. The original Stallord had more ruffles and creepy dripping bits; also a sword in his head (perhaps that's too Zelda-specific, in which case you could sun in some other kind of cool metal doohickey) & didn't he have chains dripping off of him too? Possibly some big changes; your adherence to the source is commendable, but restructuring the skull a bit more (differentiate it from the Frost Wyrm), adding wings or legs or arms or armor might be nice for an alternate mode (or a separate upload in the bundle).

If you want to recreate this guy as a boss/hero... Personally I'd say he needs some serious work. He's just not very imposing or very detailed. One of the biggest/best changes I could suggest should be to redo the chest entirely, using the Frost Wyrm; you really want that gaping rib cage & glowing TC heart (solves a few issues, actually). Then some combination of the stuff in the first paragraph. Dissipate anim and chest/weapon hero glow.

Top tier change to really take this guy to the max: all of the above & then figure out a way to get his shadowy stalfos/mummy servants modeled/animated into it as well. Hecka sick.

Keep it up!
 
I didn't know Matrix Eater existed.
Also you can help. I'm not the best when it comes to animations and particle effects.
Just send me the Model when it is finished and i credit you for the work you have done.
I'd rather have you try first with the matrix eater. it uses mdl files, so you'd need mdlx converter as well.
anyway, the option to tweak anims is simply there in the 'Tools' tab, edit animations. which is a slider for each anim your model has
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
Muuuch better. Glad to see some of my suggestions helped. I particularly like the rib cage and the frills.

Personally, I could see adding another half-a-dozen or so frills on the back of his neck; really 'mane' him up, y'know? : ) Also, I take back what I said about the nurnies; those arrows are a tiny bit distracting (not the end of the world if they stay on, though). Skull is better (horns could be darker/longer/more twisted, perhaps), and the animations are definitely faster (fast enough? Hard to tell).

Definitely a worthy v2. : )
 
Level 30
Joined
Mar 14, 2014
Messages
1,215
Muuuch better. Glad to see some of my suggestions helped. I particularly like the rib cage and the frills.

Personally, I could see adding another half-a-dozen or so frills on the back of his neck; really 'mane' him up, y'know? : ) Also, I take back what I said about the nurnies; those arrows are a tiny bit distracting (not the end of the world if they stay on, though). Skull is better (horns could be darker/longer/more twisted, perhaps), and the animations are definitely faster (fast enough? Hard to tell).

Definitely a worthy v2. : )

Thank you for your suggestions.

Also i looked at his Picture: He has Arrows stuck in his Head and he doesn't have chains.
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
Thank you for your suggestions.

Also i looked at his Picture: He has Arrows stuck in his Head and he doesn't have chains.
No problem.

Well, like I said: if you're going for 'absolute adherence to the source', then yeah, no chains. But he also has a sword sticking out, that yours doesn't have. : )

If, instead, you don't mind changing a few things for Warcraft-fittingness or Rule of Cool (some of which is unavoidable), I'd say chains just make everything look cooler. : ) And then all that other stuff.
 
Seems pretty interesting, and works well in-game. But its animation looks too slow, and not much convincing.

If he drags himself across the earth, you could add a small 'pile of dirt' mesh where his spine meets the land, and upon walk it leaves a trail of dirt and dust particles, as if it was cutting through terrain.

Or else, detach him from the ground and make it walk with his hands on the ground, in a quite 'simian' style.

At the moment he displaces himself in a quite fishy manner. Also, attacks could use much more impact. And those particles at slam aren't most appealing. Maybe attack slam could be a two handed strike.

Those are suggestions of mine. But the fixing the walk animation someway is required. Awaiting update.
 
First of all sorry for being kind of late to give you this 2nd feedback.

You added the 'trail' to make it look like it's cutting through the earth, but it looks exaggerated and a bit weird. I wouldn't approve the model in the present condition because it causes a bit of chaos in-game:

upload_2017-5-17_21-58-35.png


I've changed the emitters real quick so you can see what I was telling you: (You may use this version in case you prefer)

upload_2017-5-17_21-59-31.png


Stallord (2).mdx

Also, don't ever make your particle count go much above 100. Keep in below 40 preferrably when used in ordinary actions as walking.

And regarding the animations, I'd highly suggest you to base your model in some in-game one, using MatrixEater anim transfer, or something. I may approve your model with its current animations, but they're too stiff to fit WC3. Here is a very quick test I did putting the Firelord animations in it: (looks very glitchy, some tweaking would be necessary before, and after transferring animations.)

test2.mdx

WC3 animations are more expressive, attacks more agressive, in general more intense movements.

Awaiting at least to the particle emitter and the chaotic ubersplat to be fixed.
 

Attachments

  • test2.mdx
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  • Stallord (2).mdx
    65.3 KB · Views: 189
Last edited:
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