- Joined
- Sep 8, 2022
- Messages
- 271
I love it! Really great work on all fronts! The choice of in game texture and the wrapping is really impressive, fits both Warcraft 3 and the character of the Visorak. The new animations are great, and you've even expanded the basic animations with walking and attacking while burrowed. I'm very impressed and super chuffed that you expanded on my work so well.
However, there are some small issues.
The 'Attack - Slam' animation, because of how it's named, plays along with standard attack animations. I don't know if this was intentional, but if not, maybe renaming it 'Spell Slam' would be better.
The death and decay animations are a bit off. In the death animation, it sinks into the ground like the normal Carrion beetle. Then the bony corpse floats up from beneath the ground. (You can see this in the video I've attached)
Though it hasn't appeared in-game, this shows up in Magos. I know how to fix this. I've discovered that alpha animations on textures in material layers don't work if the filter mode is set to none. However, you can set the team colour texture to be transparent and it will show up as normal and be affected by alpha animations.
Lastly, this is more a matter of taste than quality, but I would personally make the particles different for some of the animations. The 'launch' animations I would make kind of windy and gray, and the attack slam animations could be green poison. But that is up to you at the end of the day, and I guess anyone who edits these for their own use.
However, there are some small issues.
The 'Attack - Slam' animation, because of how it's named, plays along with standard attack animations. I don't know if this was intentional, but if not, maybe renaming it 'Spell Slam' would be better.
The death and decay animations are a bit off. In the death animation, it sinks into the ground like the normal Carrion beetle. Then the bony corpse floats up from beneath the ground. (You can see this in the video I've attached)
Though it hasn't appeared in-game, this shows up in Magos. I know how to fix this. I've discovered that alpha animations on textures in material layers don't work if the filter mode is set to none. However, you can set the team colour texture to be transparent and it will show up as normal and be affected by alpha animations.
Lastly, this is more a matter of taste than quality, but I would personally make the particles different for some of the animations. The 'launch' animations I would make kind of windy and gray, and the attack slam animations could be green poison. But that is up to you at the end of the day, and I guess anyone who edits these for their own use.

Pending

