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Assorted Village Buildings

Description:
Edited versions of classic Models added team color and build and work animations.
Just some old models that I made in the past... I hope you will find them useful.

Notes:
  • Please do not edit without permission
  • Give proper credits when using any model/s or icon/s from this pack
  • Do not upload any part of this pack to other sites
Updates:
  • Removed Bank, Chapel and Cottage. (They will be added to another pack under the theme "City Buildings")
  • Replaced the door of the Wind Mill and Granary
  • Removed and repositioned some vertices
  • Added new models (Outpost, Stables, Bell Tower, Watch Tower, Animal Pen and an upgradable Farm)
  • Removed excess geoset extents
  • removed unused textures and materials
  • added missing opening tracks
  • Resized Collision shapes
  • Fixed particle emitters
  • Added additional Team Color to the Bell Tower
  • Added Icons
  • Fixed Inn's Collision shape
  • Fixed health bar for all models
  • Fixed sequences for Particles and Geosets
  • Fixed particles animation tracks
  • Fixed geosets animation tracks
  • Fixed particles animation in Animal pen, Bell tower & Farm
  • Reversed normals
  • Changed the door of the barn
  • Removed the flat stone base of the watch tower and replaced it with stone pillars
  • Resized the Outpost, Stable and Inn
  • Added Buildable Fruit stand with some team color
  • Minor fixes on Bell tower's birth animations
  • Added buildable Marketplace
  • Added and/or Fixed the collision shapes of some models
  • Removed excess polygons from the Fruitstand
  • Added Death sound and ubersplat

"All models passed Sanity Check!"



These models takes time and effort to make. And due to current state of the global economy we found ourselves in different hard circumstances. Anyhow your comments and suggestions are very much appreciated. Please consider supporting me via the links below :

Ko-Fi: https://ko-fi.com/bakr_kev
PayPal: PayPal.Me/bakrKev12

:peasant-thumbs-up: :peasant-thumbs-up: :peasant-thumbs-up:
Contents

Animal Pen (Icon)

Animal Pen (Model)

Barn (Model)

Barn (Icon)

Bell Tower (Icon)

Bell Tower (Model)

Farm (Upgradable) (Model)

Farm 1 (Icon)

Farm 2 (Icon)

Farm 3 (Icon)

Fruit Stand (Model)

Granary (Icon)

Granary (Model)

Inn (Edited) (Icon)

Inn/ Lodge (Model)

Marketplace (Icon)

Marketplace (Model)

Outpost (Icon)

Outpost (Model)

Stables (Icon)

Stables (Model)

Tavern (Model)

Tavern (Icon)

Watch Tower (Model)

Watch Towewr (Icon)

Wind Mill (Model)

Wind Mill (Icon)

Reviews
General Frank
A lovely pack of rural and farm building models. Good variation and great use of in-game textures. Good job.

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
I won't be posting on every one of these, but I just want to say "nice models", and also "good job giving Chapel/Granary/Mill TC & a Stand-Work anim so they can be quite useful"

Nice models! And especially glad to see the TC & Stand-Work anims on the Chapel/Granary/Mill. : )
 
Level 34
Joined
Sep 17, 2010
Messages
2,733
Where have I seen this before... OH RIGHT!
I am not trying to pull you down or anything, but I think we have way too many medieval walls already :p
I fail to see the relation :peasant-neutral:
 
Level 41
Joined
Feb 11, 2020
Messages
162
There are still a few things left that can be fixed:
  • Some structures have their collision boxes too small.
  • Particles should stop emitting at the end of "Birth", "Death" and "Decay" animations.
Can I ask about attachments? Some of my models was check by sanity checker to be missing attachment "Origin" but when viewed in model editor the "Origin ref" is actually there. So I can't seem to find a way to fix it.
 

ILH

ILH

Model Reviewer
Level 25
Joined
May 8, 2012
Messages
1,201
Can I ask about attachments? Some of my models was check by sanity checker to be missing attachment "Origin" but when viewed in model editor the "Origin ref" is actually there. So I can't seem to find a way to fix it.
Is it about this bundle? They seem to pass the Sanity Check without that issue. But if it's unrelated to the bundle let's continue this conversation somewhere else so I can try to assist you with it. (PM or just chat me in profile)
 

ILH

ILH

Model Reviewer
Level 25
Joined
May 8, 2012
Messages
1,201
Some issues from my previous review still persist.
  • Inn's collision shape is still smaller than the model.
  • All of the buildings except the Farm have their health bar way too high. Must've been caused by the portrait background.
  • Animal Pen, Bell Tower, Outpost, Stables, Tavern and Watch Tower needs to have their particles stop at the end of Birth and Death animation.
  • All of the buildings' geosets should be invisible at the end of Decay animation and also have their particles stopped.
 
Level 41
Joined
Feb 11, 2020
Messages
162
Some issues from my previous review still persist.
  • Inn's collision shape is still smaller than the model.
  • All of the buildings except the Farm have their health bar way too high. Must've been caused by the portrait background.
  • Animal Pen, Bell Tower, Outpost, Stables, Tavern and Watch Tower needs to have their particles stop at the end of Birth and Death animation.
  • All of the buildings' geosets should be invisible at the end of Decay animation and also have their particles stopped.
with regards to the last bullet. Do I still need to put the last track of the decay animation (e.g. "77599: 0") even if I have set it to ":0" already at the beginning of the Decay Animation?
 
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ILH

ILH

Model Reviewer
Level 25
Joined
May 8, 2012
Messages
1,201
with regards to the last bullet. Do I still need to put the last track of the decay animation (e.g. "77599: 0") even if I have set it to ":0" already at the beginning of the Decay Animation?
Well if you've set them to 0 at the start of Decay then it shouldn't have appeared. The one that needs to disappear at the end are the burnt rubbles and also the smoke particles. You may take a look at the default human farm's decay animation for an example.
 
Level 41
Joined
Feb 11, 2020
Messages
162
Well if you've set them to 0 at the start of Decay then it shouldn't have appeared. The one that needs to disappear at the end are the burnt rubbles and also the smoke particles. You may take a look at the default human farm's decay animation for an example.
I actually set it to "0" in the very recent update but I will double check it thanks
 

ILH

ILH

Model Reviewer
Level 25
Joined
May 8, 2012
Messages
1,201
Good work on the changes, but particles are still appearing at the end of Birth, Death and Decay animation (such as the Animal Pen, Bell Tower, Farm). You might want to troubleshoot them in-game by using the Animation - Play command in the trigger editor to see them.
 
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