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Corn and wheat stalk, bundle & field. Stalks sway during the stand animation. All have birth and death animations.
Also a peasant (edit from Ujimasa Hojo's optimized version) and peon carrying corn and wheat instead of gold and lumber. The animation names are Gold for Corn and Lumber for Wheat.
2024-04-28
- Fixed some issues with the Field and Stalk models
2020-03-17
- Added peasant & peon
- Items now correctly disappear at end of death animation
- Fields now correctly disappear at end of decay animation
- Fixed Bundles crazy rotation in Stand animations
- Added Fields & Wheat stuff
I like the idea of this model assortment, but as of right now the usefulness is kinda limited. Maybe think of more doodads and items to add to the theme of this pack.
The items models do not disappear correctly at the end of the death animation.
The corn field do not disappear at the end of the decay animation.
Please fix that.
Oh it already showed up here, I haven't submitted the changes yet xD
Yeah may be better, I'll put the scythe in all the animations.
Edit: updated, one problem though, the corn/wheat animations will play like normal animations, not sure how to fix that, except by renaming them gold/lumber.
Edit: renamed them to gold/lumber.
Is there any chance you could give us a guide on how to implement a wheat harvesting system into the game?
So far I've changed lumber to wheat in all of the game constants and changed the model for trees to your wheat stalk model. Looks fine in the editor but as soon as the game starts all the wheat is invisible, cannot be harvested, but still effects pathing.
Is there any chance you could give us a guide on how to implement a wheat harvesting system into the game?
So far I've changed lumber to wheat in all of the game constants and changed the model for trees to your wheat stalk model. Looks fine in the editor but as soon as the game starts all the wheat is invisible, cannot be harvested, but still effects pathing.
I honestly have no idea, sorry. I never actually did anything with these models. It could be that trees have some specific animations related to harvesting that the wheat stalks are missing?
Trees have the following animations:
stand (1.000 s)
stand hit (0.300 s)
Birth (3.000 s)
death (1.500 s)
Spell EatTree (2.000 s) - You probably have no need for this one
Additionally, once the death animation ends the tree destructible becomes a (dead) version of itself, which is frozen at the end of the death animation (leaving a stump). If we're on the right track here it seems your model needs a stand hit animation and maybe needs to leave a 'stump' behind at the end of the death animation to be the (dead) variant? Perhaps the animation times also need to match with a trees?
I'm just guessing here, I'm going to test again using a different model to see my issue even has anything to do with your model at all.
Hmm I was just gonna test it, but the model is failing to load in both the editor and ingame. This is in 1.36, I'm sure it worked in 1.31 or whatever version I was using in 2020/2021.
There was an animation issue with my WC1 footman models as well that only seems to happen in current 1.36, so I guess there's some compatibility issues with Reforged... what version are you using?
Edit: okay the Hive model checker is giving some severe warnings for the Stalk models, if those are the cause of the problem then at least it should be easy to fix.
Edit2: this is really weird, I fixed the models but now I noticed that WE is adding random numbers to the filenames in the "Could not load file" error.
Edit3: ooooooooooohhhhhhhhhhhh it's the model variations things lmao
Edit4:
Okay I did some testing. I had the same problem when using a tree as the base object. I suspect it has something to do with trees using Replaceable Textures, or maybe with occlusion. I tried various things with these settings but no luck.
Then I tried using the barrel and changed Combat - Targeted As to Tree and that works! It can be harvested by peasants like any tree.
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