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Transport cart

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
EDIT1: Moved the attachment point 'mount' which is in the cart on the model this is based on to the drivers seat, Meaning you can attach any unit to the drivers position now (Only on the driverless version).

EDIT2: Added a version with an animated driver based on the small guy from the mortar team.

This is a small edit i made to the Cage Cart model by Hoth . (I got his permission to share this.) Basically turning it into a transport cart.
I used only assets from the game so there aren't any fancy assets here. I made this edit because i needed a transport cart / caravan for my own project and i didn't find any that were fully animated for that specific task. (And this was the 3rd project i did where i needed this model.) There are two versions with a driver and one without one which can be used for immersion reasons. I tested them and all the animations still seem to work ingame. I thought this might be usefull for others so that's why i'm uploading it.
as before.
I'm still very new to modeling so please let me know if I missed anything.


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Previews
Contents

Old Driver ANIMATED (Model)

Transport cart (Model)

Transport cart (Brown driver) (Model)

Transport cart (No driver) (Model)

Reviews
ILH
ILH
I found some small issues with the models: During Decay Flesh animation, the carriage slowly floats upwards instead of downwards, making it "weirding out" when the unit dies. Four of the models needs proper optimization as HIVE's Sanity Check have...
Level 8
Joined
Dec 1, 2010
Messages
316
I suggest completly removing the child.
there is a version without one. Also, it's a very small man, not a child :ogre_haosis:. I might add versions with different people as the driver later, Like a man or even a kobold or gnoll. I'm using an edited MPQ though since that's all i could find and the villager male models have been altered in it.

Anyway, what do you not like about the child?
 
Last edited:
Level 10
Joined
Jun 27, 2010
Messages
612
there is a version without one. Also, it's a very small man, not a child :ogre_haosis:. I might add versions with different people as the driver later, Like a man or even a kobold or gnoll. I'm using an edited MPQ though since that's all i could find and the villager male models have been altered in it.

Anyway, what do you not like about the child?

I suggest perhaps the male villagers or the dwarves from the mortar team unit individually.
 
Level 4
Joined
Nov 16, 2019
Messages
55
Overall very useful. Some animations for the drivers would be cool tho, considering that right now if the unit dies, the driver is just... well, sitting there staring into the ground as if nothing happened hehe.

And now that you're already at it with adding other types of drivers, how about adding fx. a goblin or a bandit as a driver as well? Could be used as a trader or as a model for someone who's hijacked a carriage.

As for attachment-points on the model; have you added an attachment-point to the seat of the carriage? Because in that way, people could also add their own units in game to sit on the driver's seat. They'd be inanimate like the current drivers yes, but that could be pretty useful, in case anyone would want to have a specific unit sitting in the driver's seat.
 
Level 8
Joined
Dec 1, 2010
Messages
316
Overall very useful. Some animations for the drivers would be cool tho, considering that right now if the unit dies, the driver is just... well, sitting there staring into the ground as if nothing happened hehe.

And now that you're already at it with adding other types of drivers, how about adding fx. a goblin or a bandit as a driver as well? Could be used as a trader or as a model for someone who's hijacked a carriage.

As for attachment-points on the model; have you added an attachment-point to the seat of the carriage? Because in that way, people could also add their own units in game to sit on the driver's seat. They'd be inanimate like the current drivers yes, but that could be pretty useful, in case anyone would want to have a specific unit sitting in the driver's seat.
Yeah my modelling skillset right now does not exceed merging geosets moving vertice's and creating new materials :/. I've done some animation transfers before but i don't know how to transfer animations to an individual geoset yet since this model has seperately animated parts I just attached my stuff to the nodes that were already animated and made sure it was invisible during decay animations. The problem is that every animation transfer technique i know just adds a new animation from a different unit. ideally i would want to for example take the idle animation from the child to play simultaneously with the idle animation of the other geosets.

As for attachment points, yeah i don't know how to put those on a specific point either xD. I but i definitly see how that could be usefull for rpg type maps, it would also add a lot of use for a relatively low amount of effort. since right now i'm probably going to be on completing some of the harder triggers for my map first before I start with adding any additional drivers.

Also decay bones for the kid is prob something i should add (that i think i can pull off already).

EDIT: i added the attachment point, it doesnt look great on every model but i guess it can do a lot for people making rpg's or such.
 
Last edited:

Kyrbi0

Arena Moderator
Level 45
Joined
Jul 29, 2008
Messages
9,495
A useful little thing, very cool to have a horse-cart model. Would definitely agree that the child seems out of place (some creative re-wrapping with Adult Villager/Dwarf/Knight/? textures might make him look more like a (short) adult, and support the creation of a version with the 'rider' attachment point for people to modify as they wish.
 
Level 8
Joined
Dec 1, 2010
Messages
316
A useful little thing, very cool to have a horse-cart model. Would definitely agree that the child seems out of place (some creative re-wrapping with Adult Villager/Dwarf/Knight/? textures might make him look more like a (short) adult, and support the creation of a version with the 'rider' attachment point for people to modify as they wish.
you're making me think, Custom skins that were made for the villager kid model might be the way to go too. The villager man after testing the attachment point is a bit too big, not that that can't be fixed with scaling though.
 
Level 8
Joined
Dec 1, 2010
Messages
316
Ok so i've added an attachment point and made a version with the motar guy, i've also added animations to this new version. Something which i just learned today so they are a bit barebones but it's the best i could do from scratch animation. Also fixed up the death animation for that one. If i find a nice reskin i might add animations for the ones with the kid model too. However at the moment i want to focus on the project i made this model for :). Atleast there's now one version out there with a fully animated driver.

Personally i'm farily happy since if you look at the new model it's pretty clear that towards the end my animations got a lot less shitty :d
 

ILH

ILH

Model Reviewer
Level 26
Joined
May 8, 2012
Messages
1,232
I found some small issues with the models:
  • During Decay Flesh animation, the carriage slowly floats upwards instead of downwards, making it "weirding out" when the unit dies.
  • Four of the models needs proper optimization as HIVE's Sanity Check have detected 200+ of small issues in the models. Consider using the Optimizer in Mdlvis or this online tool.
  • The portrait planes are useless without a portrait animation. You may either remove them or create a portrait animation.

 
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