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Fingolfin
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  • Great Fingolfin.
    Sorry to interrupt your usual busy schedule but was wondering..
    In World in Flames how exactly you made the "BANZAI" ability for Japanese units? Like this is more for HerrDave, I think some melee animations would be great for his WW1 models especially since WW1 was much a trenchwarfare and you would usually find yourself with a Shovel in your face.
    Like how you made the ability so that when activated it would do that animation, also what animation is that even? is it a morph or alternate attack? I would so much appreciate it if you could respond, though Herr Dave would appreciate it more though.
    Cheers
    Some little fat bird told me you're planning on making another World War map, great news those are, shame for WiF, but eh' you need be moving forward.
    If you're going to make a WW2 map may I suggest the map be similar to the "Top Map" in World in Flames, to have Europe as well as America (a tiny bit even) so that perhaps you be able to block the transports and such using your U-boot.
    Also I don't know if you saw my current terrain that I'll be using for my project, mind having a look and lend some feedback while you're at it?
    Cheers from where ever am I!
    Hi dear Fing of Olfin, Was wondering what you've been up to lately and if you've managed to clear some of your work and be more free.
    hmmmm. are we not allowed to use lighting in our models for warcraft 3? Was just testing around the see if i could get omni lighting or even spot to work but so far no lights upon import.
    1.6 Released. A lot of work to the spells/tooltips and a new unit, your Sindar Spearmen. Keeping busy yo?
    Heinvers did the scenery and obelisk have now yellowish tint, but I didn't update the picture. It's still supposed to be inside arcane observatory like building, hence the tint of the walls, first were of blue grey tint.
    I'm stuck trying to make a RP chat system using the multiboard... Can you help me? Having trouble shuffling the text when it gets full. Also what to do when two lines are spawned instead of 1. :<

    Actually I might be able to solve it...

    Side note, when will you be hosting your map again?

    Another question how long does it take for them to approve/disapprove a map on MMH from a newb? ^^
    Hey fin, sorry to hear bout that man. Keep busy. I decided not to use those walkways, wasn't enough contrast. Hmmm the kick down ladders thing, it's possible but I don't want ppl go just easily kick down the ladder n then 20 seconds layer there are none. Maybe I'll make it by chance so you have a 25% chance at knocking it down or something like that. I'll make an animation for it as well. Will try out the view locker as well. Not 100% sure how I will lock the rotation tho.
    Your gonna like what I did with the ladders, will keep that a surprise. Optimizing stairs too by making an alpha ramp with low poly. I place it with the normal stairs and turn walkable off on stairs. So it's an invisible ramp that is same size/shape but a ramp instead of stairs to be easier on the engine. Should smoothen it up a lot.

    Edit 09/03: Released 1.4
    Released the update. New way to change views is by using View Changer in top left. U can easily select the view changer by typing v into the chat and hitting enter. Lemme know what you think man!

    Edit: Released another update v1.3. It focuses on getting fps up by having a little less uruks spawned each time but much less on the field over time. You should now see a steady flow instead of mass's, especially over time. Doubled the points you receive as well bc there are less uruks. But fps seemed to be more constant and steady.
    ok, i just want to put a highelf villager (female) in your map(world in flames) like a healer and then save it but i still cant can you do it for me pls.
    Got the gate Retextured. Hope thats still okay with you.

    Edit: 8/25 - Trying out some new textures on the wall walkways. This look to bland to you? I like the flow from one to the next better but it seems a little to bland for me. Heres another shot. Oh and PS i love the veterancy idea you have for your new map. sounds legit. Some advice for that would be move the badge so its hovering over the shoulder of the unit. Attach to chest and move your patch models around in 3ds to get it right so it wont fuck with the buffs. Or origin if you want it static. Hows work going on it btw?
    Hey fin hope all is well. Wanted to let you know im progressing on the deeping wall explosion. Instead of meshing out the deeping wall into chunks (near impossible) i decided to make a group of about 8 chunks of wall in different shapes and sizes. I used the middle wall as a template for knowing how big/small and the placement. I then animated them into an explosion. Gotta say it looks pretty cool. I put one in for some screenshots here, and here. Tough part was getting them to land on the ground bc that deeping wall is sunk into the terrain a lot haha. Now that i have the model in and animated i can put a couple of them hidden in the middle of deeping wall at different sizes too. Will play around with that more tm.
    A fresh install of 3ds max 2015. Then I followed the neodex instructions as best as possible and it worked. I now have neodex on 2015 which has proven to solve a lot of the issues I was having.
    My animation finally exports correctly. Got the boards on front gate done, now to figure something out for blowing up the deeping wall.
    What you think of the new banner? Its just a slightly modified banner from wc3. Couple animation adjustments and model adjustments and its in. Should be useful.

    Edit: Also added a new Pole Banner. It uses the same animation and textures already in so the file size is only around 15 kb. Also made it so the deeping wall door opens/closes when units go to it vice versa. Tough part was not getting the animation to loop every single unit that entered but i figured it out, makes for a cool effect.
    ok, i just want to put a highelf villager (female) in your map(world in flames) like a healer and then save it but i still cant can you do it for me pls.
    Hey, hows the map going? Sadly I haven't able to host it as often recently and when I do hard to get it started.

    I wanted to ask you, if you've got a "dialog system" and if so how does it work? I don't want to create triggers for every specific dialog button, just attach it to the dialog and event like when you attach spells to a generic event.
    Well that would be great! But how about World Domination will you continue with WD?
    It seems interesting but in what era are you planning to if you've already thought about that?
    I'll wait for the development.
    It's okay I understand considering the difficulty of this map I know how hard the AI to make there is a lot of things to consider like transports, usage of airplanes and carriers.
    About the multiboard issue it might be a bug but it's no big deal for some.

    I hope you continue developing World Domination, it is also a good game but I really like how you develop World in Flames. :thumbs_up:
    Hello there. I've played your World of Flames it was great and I like how you manage to command multiple units but are you planning on adding AI in it? or any further updates to WoF?
    I've though if you could use how you manage your army in World Domination with WoF. But I though if you're aiming in other form of gameplay.

    Edit: I noticed that when I save the game and play it later the multiboard disappear. Is it always like that?
    Aircrafts can't damage buildings when their hitpoints is 240 and below.

    Edit2: I've played Imperial Japan and when I toggle auto-launch to aircrafts they keep going to this place.

    Thanks man i really appreciate the feedback. The heros/abilities are next on my agenda. Ik they get boring and are too vanilla. Going to rework some of the sound clips to be shorter, especially the aragorn and gimli one. This should give me some room to import more spells and gameplay features. I just wanted to get a stable version out and get some feedback with it so thankyou. I def want to check out that zoom thing as the zoom pisses me off the most with it haha. Will hit you up soon for more info on that.

    Edit: Also on a side note, is there any way to block vision for users along the cliffsides without them turning black, maybe a region trigger?
    Decided to get a release out there so i can get some performance feedback etc. Let me know what you think.
    Finally got the fog system figured out so that it actually looks like nighttime, gotta say it adds to the effect of the map a lot. Trying some things out to give the lightning a flash now will see how that goes. Ever get a chance to test it out?

    Edit: 08/05 - New night darkness. and The new flash.
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