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Marin Noggenfogger+Hero Alchemist+Red Hero Alchemist

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Marin Noggenfogger is a hidden model in Reforged and @Altruistic Anduin show me this model and have me add faceFX to this. I opened this model in RMS and saw that this model has variety attack animation like Alchemist model in classic so I maked a blue version for fixing Alchemist in Reforged

I don't know why Blizzard use Alchemist model with just 1 attack animation although they have Marin Noggenfogger model and what they need to do is change texture from Marin Noggenfogger to Alchemist

12/10/2021: Add HeroAlchemist,Marin Noggenfogger model and icon for Marin Noggenfogger
13/10/2021: Add Red HeroAlchemist model and icon


Path for Marin Noggenfogger in Reforged:"Units/Creeps/Marinnoggenfogger/Marinnoggenfogger.mdl"

Path for Alchemist in Reforged: "Units\Creeps\HeroGoblinAlchemist\HeroGoblinAlchemist.mdl"

You can download directly from Hive,the problem has been solved.
Previews
Contents

Hero Alchemist (Model)

Marin Noggenfogger lv1 Icon (Icon)

Hero Alchemist Portrait (Model)

Marin Noggenfogger (Model)

Marin Noggenfogger Chemical Rage Icon (Icon)

Marin Noggenfogger Icon (Icon)

Marin Noggenfogger lv2 Icon (Icon)

Marin Noggenfogger lv3 Icon (Icon)

Marin Noggenfogger Portrait (Model)

Red Hero Alchemist (Model)

Red Hero Alchemist Chemical Rage Icon (Icon)

Red Hero Alchemist Icon (Icon)

Red Hero Alchemist lv1 Icon (Icon)

Red Hero Alchemist lv2 Icon (Icon)

Red Hero Alchemist lv3 Icon (Icon)

Red Hero Alchemist Portrait (Model)

There's a third, hidden, version of the model. Instead of yellow or blue, the ogre is red with scabs. Could you upload it here as well?


View attachment 388187


PS. I've tried uploading your models myself and got the same error, I'll ask Ralle to see what could be the problem.
Done. Hope I can upload these model as a normal way soon:thumbs_up:

Edit:It is a problem of old RMS version that I use to add facefx to mdl file.When I saved it from mdl to mdx,the bug occured and change "Units/Creeps/HEROGoblinALCHEMIST/HEROGoblinALCHEMIST.facefx" to "Units/Creeps/HEROGoblinALCHEMIST/HEROGoblinALCHEMIST" that why Hive require upload "HEROGoblinALCHEMIST"
 
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Could you extract the path and texture which makes the "purp cloud" around the hero when he gets reged please. Im trying to pass the model to classic, and I've done it, but I can't find a way to pass that texture, I don't even know if its a texture or what, maybe its an animation. Once I can this, I will try to copy the animation of spikes (don't know 2 if its an animation) (from classic morph) to the reforged one.
I mean this one (I didnt take the photo):
 

Attachments

  • Multiplicacion-de-matrices.png
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Last edited:
Level 3
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Messages
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Or just find the path so I can know it and try to extract it myself, the problem is that I don't have reforged, so I don't know if I would be able to do so.
Could you extract the path and texture which makes the "purp cloud" around the hero when he gets reged please. Im trying to pass the model to classic, and I've done it, but I can't find a way to pass that texture, I don't even know if its a texture or what.
I mean this one (I didnt take the photo):
 
Or just find the path so I can know it and try to extract it myself, the problem is that I don't have reforged, so I don't know if I would be able to do so.
the "purple cloud" is popcornfx emitter-a new type of effect and it only work on Reforged so If you want convert model to classic,I think the only way is you create your new particle with similar effect in classic
Here is the path of popcornfx : "SharedFX/HEROGoblinALCHEMIST/ChemicalRage.pkfx"
 
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Messages
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the "purple cloud" is popcornfx emitter-a new type of effect and it only work on Reforged so If you want convert model to classic,I think the only way is you create your new particle with similar effect in classic
Here is the path of popcornfx : "SharedFX/HEROGoblinALCHEMIST/ChemicalRage.pkfx"
¡¡¡Thank you my dude!!! Thats exactly what I was looking for, thx!!
 
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Messages
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the "purple cloud" is popcornfx emitter-a new type of effect and it only work on Reforged so If you want convert model to classic,I think the only way is you create your new particle with similar effect in classic
Here is the path of popcornfx : "SharedFX/HEROGoblinALCHEMIST/ChemicalRage.pkfx"
Sorry for being asking too much.

Do you know the path for the effect of peaks from classic and if its and effect or animation?

Thank you a lot for your answers!
 

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  • CapturaPickes.PNG
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A.jpg

This is a purple cloud effect in classic, I open it War3model editor, you can import it from orignal hero Alchemist, or follow the data in my image to create, just set Visibility for effect only appear at Alternate animation.

Edit: You mean the spike appear in goblin when Alternate animation?- It is an animation not an effect
 
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Messages
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View attachment 391035
This is a purple cloud effect in classic, I open it War3model editor, you can import it from orignal hero Alchemist, or follow the data in my image to create, just set Visibility for effect only appear at Alternate animation.

Edit: You mean the spike appear in goblin when Alternate animation?- It is an animation not an effect
Thank you a lot dude, such a piece of GOD we have here.
 
Level 3
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Messages
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View attachment 391035
This is a purple cloud effect in classic, I open it War3model editor, you can import it from orignal hero Alchemist, or follow the data in my image to create, just set Visibility for effect only appear at Alternate animation.

Edit: You mean the spike appear in goblin when Alternate animation?- It is an animation not an effect
I just have another problem, sorry for the time taking shit.
But I managed to make all particles the classic model has, they're rdy to put it into the model of reforged, but how can I set them to just make them appear when the alternate version occurs?
 
In my image I sent,look at left corner and you will see "Visibility",click there,and type or copy like I send here-with X,Y is the number of first and end frame of each animation+ 0 is disappear and 1 is appear
X: 0
Y: 0
Ex: My model has Stand ( 0-1000), Stand Ready ( 2000-3000 ), Stand Alternate ( 4000-5000),Attack Alternate ( 6000-7000 ) Morph(8000-9034),Morph Alternate( 9067-10034),so I want to make effect only appear on Alternate and off on normal,here my visibility:
0: 0
1000: 0
2000: 0
3000: 0
4000: 1
5000: 1
6000: 1
7000: 1
8000: 0
9034: 1
9067: 1
10034: 0
Morph has first keyframe is 0 and end keyframe is 1 because he is in normal form at first keyframe but transform to Alternate Form at the end,so effect will only appear when he finish,same with Morph Alternate
Here how it look in War3model editor
Untitled.png
 
Level 3
Joined
Nov 5, 2021
Messages
18
Jus
In my image I sent,look at left corner and you will see "Visibility",click there,and type or copy like I send here-with X,Y is the number of first and end frame of each animation+ 0 is disappear and 1 is appear
X: 0
Y: 0
Ex: My model has Stand ( 0-1000), Stand Ready ( 2000-3000 ), Stand Alternate ( 4000-5000),Attack Alternate ( 6000-7000 ) Morph(8000-9034),Morph Alternate( 9067-10034),so I want to make effect only appear on Alternate and off on normal,here my visibility:
0: 0
1000: 0
2000: 0
3000: 0
4000: 1
5000: 1
6000: 1
7000: 1
8000: 0
9034: 1
9067: 1
10034: 0
Morph has first keyframe is 0 and end keyframe is 1 because he is in normal form at first keyframe but transform to Alternate Form at the end,so effect will only appear when he finish,same with Morph Alternate
Here how it look in War3model editor
View attachment 391046
Just tell me dude, how the fuck could I be grateful with you, anything I can do for you? Yhank you a lot, I've learned a lot just from this post, thank you very much.
 
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