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Blood-Queen Lana'thel (WoW)

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.
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After benefiting from this site as a guest user for a long time, I figured I should make a contribution.

This is Blood-Queen Lana'thel from the Icecrown Citadel raid in World of Warcraft, ported by me.

Update 10/9/2020:
-Added a team color version (and removed hero glow from the normal version)
-Added two Channel animations matching her two Spell animations
-Added footprints and blood
-Fixed a couple mesh and animation bugs
-Added a screenshot icon
Previews
Contents

Lana'thel (Normal) (Model)

Lana'thel (Team Color) (Model)

Lana'thel Icon (Icon)

Lana'thel Portrait (Normal) (Model)

Lana'thel Portrait (Team Color) (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...
Level 14
Joined
Aug 31, 2009
Messages
775
I'm having difficulty importing this correctly.

Despite importing to the correct paths, the model always shows as pure white (i.e. missing textures).

1621418315957.png

1621418333798.png

1621418366725.png



EDIT: Fixed it. Apparently it removed the ' sign from the file name automatically when I imported.

So to future users of this model, don't fall for that mistake like I did.:p
 
Last edited:
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. - Spell and Spell Slam does not have the same start and end keyframes.
  • 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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