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thanks to the sc2 engine and my new understanding of select texture by ID the one in game mur'gul slave model can be painted by virtually any other mur'loc skin as long as I convert it over into a dds texture, so now stuff is gona get interesting....
This would be awesome to see on Hive! There really isn't many, if any, murloc/naga siege units. I'm sure this would be useful to so many. I'd definitely love it!
@Skyfira it really is a conglomerate of many things, I found out the frontal horns on the orc catapult model when it was exported into sc2 are actually inside out which causes graphical errors, I became grumpy, then I exported the orc catapult.dds texture and planted my very old orc catapult texture I made long ago but didn't really like and thus abandoned onto it, and the result was the horns ''vanished'' but they leave giant holes I needed to plug so I put the small sea horse statues as site-operations actors and then I realized the team color segments are also inside out, so I covered them up with medium sized site-operations actors of walls.
the mur'locs are basically brood-ling escorts following the brood lord (it still looks messy)
@deepstrasz you know I was thinking that too, but this isn't a slave catapult this is the mur'loc revolution in over drive. besides.....I tried putting whats called the ''grapple-hook'' beam actor (its the one used by HERC's in the campaign to ''sling-shot'' them selves around like spider-man to melee punch enemies[and is immune to acid damage]) but it didn't look very good. and every other custom model I've found of ''Chain'' beam actors are magical or glowing like the Holy chains by nanakey/delphinium and the Demon Hunter Fire Chains Beam-actor done by some one else whose name I cant remember now. there is no good ''rope'' beam actors either, which is actually what I wanted for the front 3. oh well.
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