Customizable Effects (+ a tool)

Now anyone can create his own effects with little to no effort, no lags and only 1-2kb map space for each effect. Or scale the needed attachement effect up or down. Now updated. Yay!

Special effects creation tool:

Download: >>CLICK<<

Current contents:
The tool can automatically attach any model from wc3 achives to the model, scale the attached effect and has a pleasant visual menu.

1 orb.mdx, 2 orbs.mdx and 4 orbs.mdx - effect attachements rotating.
Lightning Shield.mdx - customizeable lightning shield (3 effects attacheable)
Blood Mage Spheres.mdx - replaceable Verdant Spheres. Attach to Overhead.
Effect Scaler.mdx - single attachement that can help you scale needed effects with two clicks. See screenshots below.

Now there are two more. I don't personaly fancy them too much, they were made on demand and don't look as good as the others. But they are included and indeed working:
TinkerRocketMissile.mdx - tinker's missile with replaceable rocket. Downside is that attached effect doesn't play death animation - you will have to add it via triggers.
Aura.mdx - makes wc3 effects flat and wide so they look like auras. Pick the effect carefuly.



0000.jpg



NOTE: you can use imported effects, just enter the custom path.


Customization of this model with your own hands is very simple, though i higly recommend using the tool made by Retera. His tool makes editing the effects much easier without cutting the functionality.

Open Model Editor. Open Windows tab in Model Editor and go to the Node Manager. Double-click the EDIT_ME_N; thing. Type in any wc3 model path you would like to see. Just don't forget to type it in as.mdl. You can copy-paste it from Object Editor in World Editor. Keep in mind that effect is only visible ingame. Don't forget to save the model.

210592-albums5125-picture106794.png


More customizeable effect can be found here: CLICK. (Same effects as in the tool folder)

NOTE: if you feel like your effect is facing a wrong direction when attached to this model try RMB billboarded on the EDIT_ME_N things in object editor.



If by any chance you find a wc3 model that doesn't work with this dummy or if you have any questions or suggestions - don't hesitate to comment here.

Credit if used, edit it however you want.

Screenshots:
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1.jpg


213123123.jpg



Credits: Tool Coding - Retera; Models and idea - Jesushipster

Aditionaly check out the system that allows customization in World Editor via JAZZ.

Have fun!

Keywords:
guide, tutorial, toolset, program, elemental, fire, water, stone, nature, storm, lightning, missile, attachement, custom, death, holy, demonic, shield
Contents

Customizable Effects (+ a tool) (Model)

Reviews
22:36, 29th Mar 2016 HappyTauren: Although there's not much "model" to speak of, I'll approve this due to its inherent usefulness, and the obvious "why didn't I think of this" factor. But I'll suggest you to make a pack of these since this, by and...

Moderator

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22:36, 29th Mar 2016
HappyTauren: Although there's not much "model" to speak of, I'll approve this due to its inherent usefulness, and the obvious "why didn't I think of this" factor.

But I'll suggest you to make a pack of these since this, by and of itself, is a bit short on utility as-is (even though what it does it does very well).
 

Ardenian

A

Ardenian

Wow, decent!
I did not know you can add attachments this way to a unit. Now I know what Path is for.
 
Level 46
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So, wait... If I understand this correctly, this custom model can be easily modified in Magos to feature pretty much any model you want in place of the balls/sparks, and it will put that model spinning in a loop around the target (like Lightning Shield/Blood Mage Balls)??

That is absolutely fantastic.
 
Level 34
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So, wait... If I understand this correctly, this custom model can be easily modified in Magos to feature pretty much any model you want in place of the balls/sparks, and it will put that model spinning in a loop around the target (like Lightning Shield/Blood Mage Balls)??

That is absolutely fantastic.

Yes, that's correct, thank you.
 
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Level 34
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It should be more of a tutorial or something.
Right now this model is just a spinner with 4 empty attach point.
If the user has to edit the model himself to make it work it's not really a finished model.


Both models have stuff attached to them, the tutorial is on changing it. In the first case it's a spirit of vengeance missile (red lightning shield) in the second its Kael's spheres.

When someone searches for a buff model he can stumble across this and modify it for his needs with a couple of clicks. I think releasing it as a model makes it more accecible. I've already done it with applying shadow to a texture, progress and hp/mp bars. The progress bar thing got kinda popular, so I don't see it as a bad way to promote an idea.
 
Level 11
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I think having it in the model section has its advantages, most of the work is done for you and people are more likely to browse this part of the website over others, allowing someone to "stumble" over this model.

On the other hand, if this was a tutorial a person actively looking for such a feature would have an easier time finding it since there are significantly less tutorials than models.

Anyway, I think it is a very useful model, well done!
 

Ardenian

A

Ardenian

Hm, I tried to attach the Necroppolis building, but it does not appear, just casts a green light on the Hero Blood Mage depending on his facing.
The building might either be too big/else concepted than an effect or I messed up the setting.
 
Level 34
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Hm, I tried to attach the Necroppolis building, but it does not appear, just casts a green light on the Hero Blood Mage depending on his facing.
The building might either be too big/else concepted than an effect or I messed up the setting.

That's curious. I haven't tested it myself with this model, but Necropolis itself model doesn't have a light emmiter. That draws me to a conclusion that it's connected with Necropolis utilising shared undead birth model. Maybe that's the problem. Maybe it a bit too much too much to have an attachement with an attached attachement.

However it shouldn't be a problem, considering you can already do pretty much all sorts of fucked up shit, like floating barrels, red and blue lightning shields, rotating footmans and so on.

If you are doing tests of the model i would be glad to see what you came up with BTW.
 
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Level 34
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Nice. Is there something similar for the cluster rockets missile? Because I am sure a lot of people would appreciate the ability to make their missiles look like they are traveling somewhat randomly without a bunch of triggers.

Thank you very much, that's a great idea. I'l get to it when i'm done with my bachelor thesis.
 

Ardenian

A

Ardenian

Hm, now it suddenly popped up out of the nowhere

If I scale the bones, does the attachment scales, too ?
Haven't tested yet, but just for interest.
 
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Level 34
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Hm, now it suddenly popped up out of the nowhere

If I scale the bones, does the attachment scales, too ?
Haven't tested yet, but just for interest.

If it pops out after some time than it means that the problem was with an event object. That thing atached a different model to a model attached to the customizable buff which was later attached to a unit. That's fun.

The physical part of it scales. The particles don't. (edit: sometimes they do though) You can also make those billboarded if you want to. Then it will always face camera.

Why are there six necropolises though and why do you need it? It's just curiosity
 
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Ardenian

A

Ardenian

Hm, I see, thank you, I thought it is caused by the Birth animation playing.

It could allow to make models with parts rotating around it easily, like the Dalaran Citadel.
Simple attaching using this model.

I don't know why there are six ones, I only edited the path.
 
Level 34
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Hm, I see, thank you, I thought it is caused by the Birth animation playing.

It could allow to make models with parts rotating around it easily, like the Dalaran Citadel.
Simple attaching using this model.

I don't know why there are six ones, I only edited the path.

Well it is caused by it's birth animation. The point is that around half of it's birth animation is not included in the model, but in the other model called UndeadBirth or something.

Anyways i wouldn't advice using undead or nightelved or naga buildings with this model and i can't guarantee that it will work as intended with them.
 
Level 19
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In order to make life easier for everyone i encourage people who use this to upload the combinations they came up with hiere. Yay!

I dont know, an thread on the modelling foruns could be better. Then we could make an library of edited spells for people to search instead of a long you need to scroll down.

Also, love that lil model, without me using it I already know its very useful!
 
Level 7
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I tried using the devour magic missile, but it seems to just play the death animation and disappear ingame. Any ideas on how to fix this?
 

Ardenian

A

Ardenian

Yes, Duhcake, my guess is that this attachment plays the first animation, key frame based.
The death animation of the devour missile has the key frame range 0 - 2333,
that means it will be played when using it with this attachment.
You could be able to fix this by simply changing the sequence names of Death and Stand,
in this case.
 
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So hey. Some guy on XGM asked if this tool could make auras. Truth is he is a complete asshole who thinks that this is a sort of magical effect maker that can do the same job as Model Editor but with no effort of knowledge. Which this tool is not. But i've figured how to make auras (kinda). Updated the tool.

By the way. Anyone can add new "base" models to it. Just throw it into the base foldier. I'l gladly update the tool with new base models if someone comes up with something. Cheers.
 

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Level 34
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Code:
So I just put the models to the base folder and I can customize it, like Blood Mage's three sphere orb thingee?

well, prior to need you would need to edit the model, but yes

you know, those "base" models consist of ref points and animations, nothing else

if you just upload a model from warcraft you could permanently attach and scale an effect to them
 
Level 8
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I saw on the screenshot that angle of all models rotating around is always equal to unit's angle, not codirectional to velocity of effect (I didn't test it though). I guess that without some work with basic model this can't be fixed and until then it can be aesthetic only with ball-like effects?
 
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Level 34
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I saw on the screenshot that angle of all models rotating around is always equal to unit's angle, not codirectional to velocity of effect (I didn't test it though). I guess that without some work with basic model this can't be fixed and until then it can be aesthetic only with ball-like effects?

If you are talking about the ingame effects that are attached to the customizable dummy then they are not equal to unit's angle, but rather the camera angle. It's because of basic model's nature, yeah. Can be fixed but with edit to the original wc3 models, yeah.

Though there is laziness of my side as well - the angle of some of the models could be equal to the speed and direction of velocity of the effect (or whatever), but I didn't bother myself with calculating how much should I rotate each attachment so that effects perfectly follow a circular pattern for each of 4 base circling models that come with the tool.
 
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If you are talking about the ingame effects that are attached to the customizable dummy then they are not equal to unit's angle, but rather the camera angle. It's because of basic model's nature, yeah. Can be fixed but with edit to the original wc3 models, yeah.

Though there is laziness of my side as well - the angle of some of the models could be equal to the speed and direction of velocity of the effect (or whatever), but I didn't bother myself with calculating how much should I rotate each attachment so that effects perfectly follow a circular pattern for each of 4 base circling models that come with the tool.
Is it really just a pattern of movement instead of pre-calculated set of points? (I haven't work with wc3 models, so I have only my suggestions) Because if it is a set, then there should be also angle mentioned next to each point - that can be changed just by calculating it with some formulas.
 
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Is it really just a pattern of movement instead of pre-calculated set of points? (I haven't work with wc3 models, so I have only my suggestions) Because if it is a set, then there should be also angle mentioned next to each point - that can be changed just by calculating it with some formulas.

It's a single bone rotating with 1\2\3\4 attachement points (with effects) around it. Yeah, I know that it's calculate-able, I'd have to just rotate them once basically and everything will be cool. But as I mentioned above, I was too lazy to bother myself with calculating it only for just a handful of wc3 effects that are not locked in space.

There is a plenty of effects that this won't be noticeable with though. You might like to stick to using those if it bothers your so much. Or edit my base model and I will update the tool archive c:
 
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There is a plenty of effects that this won't be noticeable with though. You might like to stick to using those if it bothers your so much. Or edit my base model and I will update the tool archive c:
I'd be glad doing this if only I had spare time/energy to learn how to work with models... If only. And until it is done...
and until then it can be aesthetic only with ball-like effects
for sure. I find it a good thing to experiment with, so when I'll need one another cool effect, I'd try to create something awesome and then probably share it here.

It could be even better if you won't be so lazy:grin:, but it's still nice work worth using. GJ!
 
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