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AnimatedCatTailAv.148

Submitted by kellym0
This bundle is marked as approved. It works and satisfies the submission rules.
Hi ALL! first model iv ever uploaded so if im doing something wrong let me know and il correct it within the day! this model is not my first model I ever started-but is the first one iv ever considered ''finished'' and if people want me to change something about it then I will work on that too!

Its originated from the prop called ''CatTail'' used in countless maps. this cattail is different though--it may not look too different--but its all nicely sweetened up.

It has all the animations and properties required to be a ''Ward'' it has:

Birth
Death
Stand-Portrait

Recommended scale of 1.20 to 1.40 -- if you use it too much smaller then it cant cover as much area and you will feel implied to use more of them, how ever the smallest that looks ok is 0.90, any smaller and youl notice it sinking into the ground.

And it has collision spheres so you can both right click to attack and left click to target spells, Remember though the collision spheres are narrow and tall like the plant in-order to eliminate problems targeting units inside clouds of these plants, (to Imagen where they are exactly, they are under the base of the stems, and inside the grass zones, up to the health bar). WARNING: DO NOT USE MORE THEN 600 IN YOUR SCREEN!!! YOU WILL LAG, I found 600 on a map didn't seem to cause the same problem though. it took 3000 of them on a map to cause me any lag.

Special thanks to MiniMage for his expertness and helpfulness on particle emitters--and to 67Chrome for treating a noob like me as a person and telling me how to do stuff.and -Grendel for teaching me stuff. and IkillForYou for giving me requested models and thus inspiring me to model edit, and others such as RMX, NFWar, Maker, Mr.Goblin, sPy, PyramidHe@d, Fingolfin, and Licheus.: who all helped me indirectly making this project actually happen by just being friendly.

Give credits and what not and no I don't care if you feel like altering it or adding more or taking less from it. once you have it its yours, just don't upload it anywhere keep your edited versions to your selves. if you truly are tired of the 3 pronged variation and decide to make B and C as ones with 1 and 2 deleted prongs go ahead I was too lazy.

---UPDATE---: just wanted to mention to those who say CUSTOM TEXTURES SUCK--well this custom texture imported is 2 kbs, and the plant its self is 11 kbs, so once you optimize your map if people even do that, the effect IN MY OPINION, is worth the size.

---UPDATE 2--- changed particle emitters some more

---update 3--- added another particle emitter

---UPdate 4--- added better screen shot

---UPDATE 5--- taking advice from TLI-Inferno I segmented each stalk of the plant, they are no longer stiff like boards. I also perfected the particle emitters some more

---update 6--- slowed the animations down and made them more smooth.

---update 7--- found I some how bugged the segmented animation by not attaching vertexes to proper bones, thus repaired that by re attaching them

---update 8--- did alot of things, intensified the particle emitters, made them have less emission rates lowered there spread, smoothed the segmented animation, made the segmented animation work more in unison, and made the death animation shaking more vigorous.

---update 9 hopefully last update--- made the death animation even MORE vigorous, made the plant wiggle in a 5 point pentagon shape instead of a 3 pointed triangle. and fixed uv wrap.

---update 10!!!--- made the stalks move more independently by making them move more erratically.


---Update 11--- ok, few, after a hard days and nights work, iv done this: fixed the ''origin'' attachment point, should work now, added a ''Chest, Head, and Overhead'' attachment points ranging in heights, changed the texture of the particle emitter (very key, as this particle texture is shared by more models, thus this is a big edit because I changed that Texture) Added a new screen shot and fixed a small Piece of the Death animation.

---update 12--- ok iv added 4 more attachment points: hand left, hand right, foot left, and foot right, there are now origin, chest, head, over head, hands and feet attachment points


---update 13--- hopefully last update--- added new internal name

---update 14--- changed animations into linear, there were no helpers or 2 sided materials that could be changed so.

---update 15--- When I linearized the animations using mdlvis editor, the particle emitters lost half there strength somehow, so I just fixed that on this cattail as well.

--update 16-- sorry guys, this was my mistake, the plant bush matter of my last update broke during my last update after fixing my previous update

Keywords:
Animated Plant, Aquatic Plant, Destructible Plant, Plant Ward, Plant, Wiggly Plant, It Puts the Lotion Ect Ect, Else it gets the Hose again
Contents

AnimatedCatTailAv.148 (Model)

Reviews
Moderator
01:05, 14th Oct 2012 Kwaliti: A rather useful model with a lot of effort placed in it.
  1. 01:05, 14th Oct 2012
    Kwaliti:

    A rather useful model with a lot of effort placed in it.
     
  2. Matarael

    Matarael

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    Damn it, I really thought and hoped this would be a cat tail, not a cattail.
     
  3. DESTROYER123

    DESTROYER123

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    :xxd::xxd::xxd::xxd::xxd:

    Even though it's not a cat's tail :)sad:) it's good.
     
  4. Sin'dorei300

    Sin'dorei300

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  5. JollyD

    JollyD

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    cewl)
     
  6. InfernalTater

    InfernalTater

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    Could be useful to some, looks well enough. 3/5.
     
  7. kellym0

    kellym0

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    thank you all! I know its not great, its just a simple small Ward. anybody think I should upload the 2 other variations just yet? or should I wait to see if this gets approved?
     
  8. InfernalTater

    InfernalTater

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    Since the variations are just going to be slightly different from one another, a bunch of models that look the same won't be desirable in the front page of the model section for users.

    I suggest that you upload two variations in one model, with the additional variation as the portrait.

    Also, I suggest that you do a bit more work on the animations. Right now you just shake the whole thing left and right like a stick in a hand. They should bend left and right; the bottom should not be wagging around when it's rooted into the ground.

    Basically, what I'm saying is you need to animate the cattail in segments.
     
  9. kellym0

    kellym0

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    hmm, to make different variations into 1 model would make its size a lot bigger if i try to fit 6 cattail variations into 1 model--the variations share the same custom texture particle, but use different in game textures and have different particle emitter colors, using ''stand alternate -1 or stand alternate -2 or 3,4,5,6 seems bad on file size when I tried that. not to mention each plant variation has 2 particle emitters--so instead of 2 it would have 12, which increases a model like this's size like this by alot.

    I know it just wags back and fourth, but I couldn't figure out how to have a Stand - Portrait plus a ''Stand-2, Stand-3'' ect ect without having errors in the portrait its self-such as jagged shifting back and forth in the unit portrait screen. other wise I would have added more variation in its wiggling.

    its meant to be in water bumping into others of its kind thats why it only causally sways back and forth in a small circle. too much more movement causes the plant stalks to penetrate each other a lot.

    the bottom doesn't move its not connected to any thing, the very bottom row of vertexes are not even connected to the bones that do the swaying. not sure exactly what you mean by
    ''They should bend left and right; the bottom should not be wagging around when it's rooted into the ground.''

    as this plant is meant to appear semi floating in water--and being drifted by river currents. hence drifting while still rooted to the river bed. I Didn't add boat water ring effects just encase you wanted to use it on land, as a wind blown plant.

    how ever you're point that the plant should bend in segments is valid--and in attempting to do that I found each of the 3 prongs would need their own array of at least 3 bones to wiggle each plant stalk individually because they are of different heights. I had a plant variation that did that but it was 20 kbs instead, is 20 kbs over 10 kbs worth segmented animation? this isn't counting all 6 variations.

    my figuring is that not everybody will want all 6 variations, so if each variation was 10 kbs then the texture is 2, they could have a 12 kb package instead of 1 model that weighed a lot. as file size is important. Thank you for your Comment TLI-Inferno! I will work on the stand portrait a bit.

    The ''Stand - Portrait'' may seem monotonous but I couldn't figure out how to make it much better. perhaps I could work on it a tiny bit more. This Models entire purpose is to be able to die with flashy particles, wiggling around was just an add-on.
     
  10. InfernalTater

    InfernalTater

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    You're misunderstanding what I'm saying. I'm not asking you to make it move more. I'm asking you to make it bend.

    Right now you have the entire thing simply wagging around like it's a stick incapable of bending. That just doesn't look right at all; it needs to bend, which means you'll need to create bones and turn the stick into segments, with each segment bending.
     
  11. kellym0

    kellym0

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    hmmm ok il Attempt something


    EDIT: ok the 3 stalks of the plant bend and sway around accordingly in a segmented fashion hope you like it more now Inferno! =D
     
    Last edited: Sep 18, 2012
  12. InfernalTater

    InfernalTater

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    Something about it still looks a little weird, but alright, it's better than it was before. It's definitely good enough to be useful to many people now.
     
  13. LaMorte

    LaMorte

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    me too lol
     
  14. Misha

    Misha

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    neatly done :) keep it up, mate
     
  15. RiotZ

    RiotZ

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    I recall there was a model pack with a ton of Blizz models animated. Can't remember where it was.

    Anyway, this is alright I suppose, only a small edit.
     
  16. kellym0

    kellym0

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    ok Inferno, I think I made the animation look less weird by making the spin 5 pointed instead of 3.

    and to RiotZ, I found some of those and was inspired by them to go further, for they are not centered on there origin, have no collision spheres, and are built to be very detailed doodads, yet very difficult to use as wards, this models much easier to do that with, how ever you are correct, this is a simple edit. thank you for your compliment =D

    and thank you too misha



    im contemplating ways to make this have variations, how would I most efficiently go about doing that? if I have the 3 UV Wraps of the original blizzard CatTail plus my 3 in game textured custom ones? any body smarter then me go ahead an shout
     
  17. InfernalTater

    InfernalTater

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    It's starting to look better, but I've realized what the biggest issue is. They're spinning in circles. They need to look like they're being softly blown about by a breeze, not spinning in the center of an undersized cyclone. (I'm not saying this to exaggerate or insult it, cyclone was just the first spinning wind that came to mind) They should bend back and forth from one corner to the other. For example, if the corners in order were 1, 2, 3, 4, 5, then having it move from 1-4-2-5-3 would look a bit less odd.

    Spinning in circles will simply look kind of weird.

    Anyway, you're making it look better with each update, and let's hope it continues to get better.
     
  18. kellym0

    kellym0

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    So, you think more erratic shaking would be better then doing an infinite circle loop?

    Because my goal was to make discovering when the animation begins and when it ends impossible, hence point A-B-C-D-E-back to A-without any breaks just constant smooth circular floating.

    Another goal of mine was to make it so the plant when placed within close proximity to another plant while wiggling dos not collide painfully with other plants, which is very hard to achieve with erratic movement. yet easy with circle movement, as I can always just make them lean less further out to refine the circle into a smaller one.

    Remember, its primarily water around or underneath doing the motion hence fluidic circles, but the plant is rooted so its meant to move around like a circle, without really going any place, hence a cone. this is how the video I saw of cattails moving around looked to me.

    how ever I guess I could achieve that from erratic movement, at least from the segmented stems any way, Il try something.


    thank you Inferno


    EDIT: well i tried my best, even using your 1-4-2-5-3 stepped order, but I could not make one that looked very good. the erratic movement dos not look very organic, the smooth constant turbulence of slowly turning looks more organic to me, how ever I did randomize the 3 prongs jiggle more. hopefully that is enough erratic movement for ya!
     
    Last edited: Sep 19, 2012
  19. FRENGERS

    FRENGERS

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    Nice ;) ;) 5/5 + REPT!!