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Sc2 Eredar Pack, Kil Jaeden

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
This a pack that I made, It contains Eredars from Sc2 Warcraft Assets, I made Some minor fixes to them, I don't remember it was textures or model fix, Includes Kil Jaeden Normal and Cinema, all Portraits and Archimonde.


Jaeden Texture Didn't exist, he uses Same as Red Eredar I modified it a bit to make it look like the original, I also put it on the cinematic version


edit: they look a bit weird in the image, but in-game they look fine!

Credits to blizzard, thanks taylormouse for the plugins
Previews
Contents

Eredar Blue (Model)

Eredar Blue Portrait (Model)

Eredar Green (Model)

Eredar Green Portrait (Model)

Eredar Purple (Model)

Eredar Purple Portrait (Model)

Eredar Red (Model)

Eredar Red Portrait (Model)

Kil'Jaeden (Model)

Kil'Jaeden CINEMA (Model)

Kil'Jaeden CINEMA portrait (Model)

Kil'Jaeden Portrait (Model)

Reviews
FeelsGoodMan
Must meet these requirements: Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
This whole time i thought the SC2 ports were just direct ports but i see now the models are slightly different.
Not all Warcraft III models have been HDfied.
Makes me wonder why they went off the deep end with reforged.
Probably because they wanted to make it look more akin 2020 standards.



The irony. I was imagining Warcraft III fusing with StarCraft II but now we get StarCraft II to Warcraft III instead.
 
Level 2
Joined
Jul 23, 2021
Messages
7
model appears invisible when i import it and tested ingame
this issue is still revolving around

it would nice if someone could make a clear tutorial on how to deal with this issue
:goblin_cry::goblin_cry:
 
Level 17
Joined
Dec 24, 2018
Messages
570
model appears invisible when i import it and tested ingame
this issue is still revolving around

it would nice if someone could make a clear tutorial on how to deal with this issue
:goblin_cry::goblin_cry:
when you imported a model into the map with blp are you write textures before blp for example textures/hd_eredarwarlock_blue.blp or you left it, because if you left it wituot that textures model wont work
 
Level 2
Joined
Jul 23, 2021
Messages
7
when you imported a model into the map with blp are you write textures before blp for example textures/hd_eredarwarlock_blue.blp or you left it, because if you left it wituot that textures model wont work
when you imported a model into the map with blp are you write textures before blp for example textures/hd_eredarwarlock_blue.blp or you left it, because if you left it wituot that textures model wont work
Many thanks, it worked now 👍🏻
 
Must meet these requirements:
  • Must have optimized animations for Warcraft III. All animations must have the same start/end keyframes and must have names that can be utilized by Warcraft III (not counting custom scripts that can set animation by index). If you want to submit a model that retains all of its default WoW animations you are encouraged to upload it separately, and link it in the description.
  • Must have death, decay/dissipate, stand, stand ready, walk and attack animations as a bare minimum. Exceptions can be made where it's natural to make an exception (for example a stationary attack unit without a walk animation is fine).
  • Must have a working portrait.
  • Must have attachment points.
  • Must have death sounds.
  • Must have footsteps/footprints if applicable.
  • Extents must be properly calculated.
  • Normals should be recalculated to remove any dark/black areas (if any). This can be done easily with RMS (Retera Model Studio Reforged Hack).
  • Must be properly scaled (WoW models are often way too small) so attachments and projectiles are also properly scaled.
  • All materials must have the correct filtering mode.
  • If the model has a dissipate animation it must have a dissipate sound in the dissipate animation.

These are optional things the resource submitter should think about that will improve the ported model (for animated models).
  • Particle emitters on models that originally have particles in the source game is a big plus.
  • Make a portrait animation instead of a separate _Portrait model.
  • In case the model uses fabric headgear (such as various bandanas etc) try to attach the bottom part of the bandana mesh to the chest bone so the cloth doesn't clip through the chest, but rather stick to the chest while the upper part follows the heads' animations.
  • The models should be optimized using Mdlvis with everything checked except for "Increase compressibility (MDX Only)" as that function is faulty.
  • Textures should be renamed with a prefix to make imports easier, and to be more structured. For example a human male warrior body texture could be; HMW_Body.blp.
  • All textures can be saved with 75% compressibility to further reduce file size.
  • Footstep sounds are a big plus, especially with big models that would obviously make sound when moving around.
  • Splats in death animations is recommended.

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Please revise the things marked in red. The optional changes are not requirements, but would be a nice addition.

Set to awaiting update.
 
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