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dtnmang
Last Activity:
Oct 23, 2019 at 3:51 AM
Joined:
Apr 20, 2010
Messages:
447

Following 2

Birthday:
April 1

dtnmang

Well-Known Member

Gonna move to the next project. This one will be manageable this time. Oct 1, 2019

dtnmang was last seen:
Oct 23, 2019 at 3:51 AM
    1. deepstrasz
      deepstrasz
      Are you gonna rip more Blizz games models? Variants and such?
      1. dtnmang
        dtnmang
        Ah, I don't know for sure. The problem isn't finding models, it's finding the will to rip.
        Oct 14, 2019
      2. deepstrasz
        Oct 14, 2019
    2. deepstrasz
    3. dtnmang
      dtnmang
      Gonna move to the next project. This one will be manageable this time.
      1. FeelsGoodMan
        FeelsGoodMan
        What was the previous one?
        Oct 1, 2019
      2. dtnmang
        dtnmang
        Just check out my map in the Maps section :D
        Oct 1, 2019
      3. FeelsGoodMan
        FeelsGoodMan
        Ohh by your wording I thought you gave up :p
        Oct 1, 2019
    4. deepstrasz
      deepstrasz
      Any way to edit (move/rotate) nodes/vertices during animations?
      1. View previous comments...
      2. deepstrasz
        deepstrasz
        The way to do it is by creating new bones and assigning selected vertices to them so you can rotate/move those bones in the animation editor but it's annoying to create so many bones.
        Sep 23, 2019
      3. dtnmang
        dtnmang
        I think it's a good idea to start by opening some simple WC3 models such as the Footman to see how the bones are vertices are linked together to make sense.
        You might be shocked though, to hear that I have never animated a sequence. Porting animation yes, but animating something from scratch no. Just warning you in advance bc if we keep talking I will inevitably say something I've no idea about. Have you tried asking the resident modelers in Hive?
        Sep 23, 2019
      4. deepstrasz
        deepstrasz
        :D I'm only doing easy animation edits, moving some limb here and there, rotating it, noting special.
        Now, I'm trying to port the frost wyrm attack on a chicken! :D
        Sep 23, 2019
    5. dtnmang
      dtnmang
      AAAAAAAAAAAAAAAAAAAA
    6. SeedinAethyr
      SeedinAethyr
      Happy birthday!
    7. dtnmang
      dtnmang
      Does anyone have problems with imported textures bigger than 256x256 in 1.29?
    8. SeedinAethyr
      SeedinAethyr
      Happy birthday!
    9. jonbon29
      jonbon29
      Hi there dtnmang, I was wondering if you can make a red version of your phase disruptor missile?
      1. View previous comments...
      2. jonbon29
        jonbon29
        Ah thanks for replying dude. I still need your permission to edit your model though :)
        Dec 13, 2016
      3. KILLCIDE
        KILLCIDE
        "You can ask the folks at the Hive's Simple Edit Resources Thread to do that, I'm sure they'll be able to do it since it's very simple." is an obvious consent :P
        Dec 13, 2016
      4. jonbon29
        jonbon29
        Yeah, that's what I'm thinking hahahaha. Thanks guys :D
        Dec 21, 2016
    10. Misha
      Misha
      I've been thinking.. could you maybe try yourself in creating a 'protoss damage sfx' ? ya know, same like the fires that normal war3 building burn with, yet pretty different. sure they should have some small blue flames to them, but the main thing with protoss is the small arcs of lightning that grow bigger with more damage, and also, they're less obnoxious than any of the war3 building fires :b
      1. dtnmang
        dtnmang
        Do you mean the protoss building damage sprites from SC2? Then I'll probably need an animation of what they look like. Because I only played the original SC and BW :p
        Jun 27, 2016
      2. Misha
        Misha
        well, sc2 protoss building do not have as much of an effect, so it should be to you to experiment a bit and make it like in sc1, with lightning elements , but make it way less overwhelming than war3 fires. take a look at fire models that war3 uses
        Jun 27, 2016
    11. Misha
      Misha
      heyo, could you bundle in all your trapdoors/hatches to one?
      1. View previous comments...
      2. Misha
        Misha
        i think it's all 'drag and drop everything related in one place'
        Jun 22, 2016
      3. dtnmang
        dtnmang
        I've bundled all into one file, you can remove the other links now
        Jun 22, 2016
      4. Misha
        Misha
        yup, i did :)
        Jun 22, 2016
    12. Skyfira
      Skyfira
      1. View previous comments...
      2. dtnmang
        dtnmang
        Yes. Since the Root bone is on the highest level of hierarchy, its rotation/translation/scaling will affect every child bone it has.
        Jun 21, 2016
      3. Skyfira
        Skyfira
        Jun 21, 2016
      4. Skyfira
        Skyfira
        Actually I figured out a workaround, Instead of scaling down the model I just scaled up all the attachment points as that was the reason I wanted the model to be smaller. Scaling up the attachment points basically solved the problem I had.
        Jun 21, 2016
    13. Misha
      Misha
      hey, tell me, what's the difference between the two phase disruptor missile models you posted?
      or can i freely delete one?
      1. dtnmang
        dtnmang
        Yes, delete the earlier one, because it was a dupe I uploaded by mistake.
        Jun 20, 2016
      2. Misha
        Misha
        done, if you haven't received the message
        Jun 20, 2016
    14. dtnmang
      dtnmang
      Thanks for the clarification. The applications of WC3's attack types/damage types were a special kind of mindfuck.
    15. Bribe
      Bribe
      That is correct.
    16. Bribe
      Bribe
      It depends on whether or not you specified the attack type as "normal" (spell) or chaos/pierce/melee/etc (attack).
    17. Bribe
      Bribe
      Considering those units are supposed to have the Locust ability, they will be excluded.
    18. JesusHipster
      JesusHipster
      no clue mate
    19. JesusHipster
      JesusHipster
      I'm not aware of its existence. 1.40 is beta by itself it's (even more) unstable when it comes to animation work but functions better with mesh. If there is .41 it might be awfully bugged.
    20. JesusHipster
      JesusHipster
      It's practically useless. Stick to classic 1.39 for mesh and .40 for animations.
      1. View previous comments...
      2. Kyrbi0
        Kyrbi0
        Huh. I appear to only have v1.40; where can I get v1.39? I (basically) don't animate...
        Jun 21, 2016
      3. dtnmang
        Jun 21, 2016
      4. Kyrbi0
        Kyrbi0
        and/or an English translation; all mine are full of "aaaaaeeeeieieiiieiiaiaee"
        Jun 21, 2016
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  • About

    Birthday:
    April 1
    WarCraft 3 Realm:
    Asia
    Favourite Race:
    Human
    Favorite Organization/Clan:
    Kirin Tor
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