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Alleria Windrunner was a ranger-captain of Silvermoon who led her rangers under the Alliance of Lordaeron during the Second War. She was also the head scout of the Alliance Expedition to Draenor. Alleria and her lover Turalyon disappeared after the planet was torn apart and were not heard from for many years. They resurfaced during the final war against the Burning Legion, having been members of the Army of the Light for a thousand years from their perspective, as time passes differently inside the Twisting Nether. After absorbing the power of the dark naaru L'ura in the ruins of Eredath on Argus, Alleria became the first void elf, and now leads others like her following the defeat of the Legion.
Matrices Model
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Skin Weight Model
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This version contains a binary association (0, 1) of the vertices, so it is lighter and used for maps with less cinematics. - Takes up less storage. - Model has less fluidity in the mesh, which can give the impression of robotization. -Works with all versions of the game and in SD or HD mode. | This version contains a gradient association (0, 0.1, 0.2, ..., 0.9, 1) of the vertices, so it is havier and used for maps with more cinematics. - Model has more fluidity in the mesh, feels natural and organic shaped. - Takes up more storage. -Works with version 1.32 of the game or superior, works in SD or HD mode. ![]() |
◈Credits◈ |
Character model belongs to World of Warcraft - Blizzard ® |
Character was edited by Zaffar - edition includes: - Mesh number of polygons increased and smoothed. - Texture repaint, recolor and resize. - Rigging, all the bones where renamed. - Animation, all existing animations where edited to fit diferent stand poses, and new animations where added for spell and attacks. |
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License |
Look, I also wanted to know, maybe there's an optimization error in the viewer, but everything is fine in the game and in the ratera editor.View attachment 497544 why all i can see is this in every animations?
I ended up finding out what causes the problem in the Hiveworkshop viewer.View attachment 497544 why all i can see is this in every animations?
She is one with the VoidView attachment 497544 why all i can see is this in every animations?
Try to update your game, it runs in both modesDoesn't work in classic. Mention that the model is for Reforged so people don't waste their time
I'm sorry, I did some tests with the world editor and I didn't get this error when saving the map with the model on the terrain. The ones I did opened normally, and mdlvis doesn't open because this model carries the Skin Weight tech.Hello! I've downloaded your model, did some testing and I can offer my review.
The model works and performs well ingame. Great quality overall.
However it is crashing the World Editor just like a custom Reforged Model, you can't leave it on the map. Also I can't open it with MdlVis or Magos Model Editor.
I'm sorry, I did some tests with the world editor and I didn't get this error when saving the map with the model on the terrain. The ones I did opened normally, and mdlvis doesn't open because this model carries the Skin Weight tech.
I think the model is kinda the middle ground between SD and HD
Because it has Skin Weight (HD) instead of Matrices (SD)
But it has Only diffuse Material (SD) instead of PBR Material (HD)
The problem with Magos (older version) and Mdlvis is that their build doesn't support Skin Weight. I edited this completely in Tw1lac's RMS and Rateras editor.
The unknown is that the classic mode build of the game is able to read the information from the HD models, but HD requires a new Gen light source to calculate normals and reflections, but classic graphics cannot produce this, so by swapping the HD material for an SD material, the model can still be read by the the classic game, even with the Skin Weight property.
Totally fine i get it, sustaining the SkinWeights is kind overkill and i agree, but I feel very uncomfortable when in the portrait the eyelids and corners of the mouth have square shapes, so I thought about the possibility of keeping the skinweights of the WoW models themselves, but having models like this is also good for those who like to do cinematics and zoom in on the characters. Well, there is also the case of models with many polygons for few bones, an example of this is the kyrian wings that look horrible without skin weights.Hey! Thanks for your reply!
Well, save the map, close the editor, then try open the map again. I could ask someone else to test the model too and see what happens. I used the latest war3 patch 2.0. Do I have to do anything else besides setting the paths for .blp files when importing the map? Honestly I don't have experience with reforged models so I stay away from them. I'll also try to test it again when I get home.
My personal view:
The wow models are already far superior to classic war3 and the work that you did with your models is amazing, but going even further seems like overkill (again, it's only my personal view)
Alright, I understand. You should do what you like most.Totally fine i get it, sustaining the SkinWeights is kind overkill and i agree, but I feel very uncomfortable when in the portrait the eyelids and corners of the mouth have square shapes, so I thought about the possibility of keeping the skinweights of the WoW models themselves, but having models like this is also good for those who like to do cinematics and zoom in on the characters. Well, there is also the case of models with many polygons for few bones, an example of this is the kyrian wings that look horrible without skin weights.
I think what i can do to suit both corners of the board is upload both versions, with skin weights and without it.
So its up to the person who download it to to choose which one suits better in case.
Also a screenshot of my settings and importing, and tried to save the map and open it like you said, and nothing comes up just the map working as usual. (and i'm also using 2.0)
Yes, totally fine, i will leave a message right bellow explaining e showing the difference between both. i will deploy it in 30 min, just fixing thingsAlright, I understand. You should do what you like most.
Well, best way is how you suggested:
(You can upload both here, in the same page and mention in the post description the use for each so people know and it's perfect)
- have 1 fully optimized model with the basic animations that works for both classic and reforged
- have 1 model for cinematic/machinima purposes with all the changes that you see fit
Is that alright for you?
Alright, I understand. You should do what you like most.
Well, best way is how you suggested:
(You can upload both here, in the same page and mention in the post description the use for each so people know and it's perfect)
- have 1 fully optimized model with the basic animations that works for both classic and reforged
- have 1 model for cinematic/machinima purposes with all the changes that you see fit
Is that alright for you?
Alright, I'll check them out when I get home. Thanks for everythingI upload them, the viewer of the site works fine in the matrices one
just writing now the instruction for both in the description
Thank you, I appreciate it.Alright, I'll check them out when I get home. Thanks for everything
1 question: Are you planning on doing this for all the models you have uploaded?
(Asking so I won't review them until your work is done)