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Dalaran Buildings

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Credits:
  • Another building pack brought to you by Manastorm who helped
    making the concept and design of this pack.
Description:
  • Building models for the City-state of Dalaran.
  • The idea behind the design of the pack is to have a mage type worker unit that will
    use magic to construct these buildings. (That said unit will be part of my peasants pack)

Mage Hall - equivalent of a townhall that trains worker units. Also serves as a drop off point for harvested resources.

Can be upgraded into Spire and then Citadel to unlock other buildings and units.

Spire - 2nd tier upgrade of the Mage Hall.

Citadel - 3rd tier upgrade of the Mage Hall.

Altar of Mages - primary structure for training and reviving heroes.

Guard Quarters- a structure that serves as a barracks for troops. Also contains upgrades for each units that it trains.

Arcane Academy - trains spellcaster units and contains upgrades for each units that it trains.

Arcane Sanctum - (Alternative) trains spellcaster units and contains upgrades for each units that it trains.

Manufactorium - workshop building where siege weapons, magical machines, and arcane golems are made and contains their corresponding upgrades

Aviary - trains flying units and contains their upgrades.

Mill Forge- contains all the armor, weapon, lumber and masonry upgrades.

Also serves as a drop off point for harvested lumber.

Arcane Mine - Mages prefers to work smart not hard that is why they utilizes magic to get the resources they needed.

Arcane Vault - shop with purchasable items.

Scout Tower - basic defensive tower, can be upgraded into Guard, Boulder or Arcane Towers.

House - a building that provides and stores food to enable the training of more units.

Arcane Generator - a building that provides and stores food to enable the training of more units. Also have the replenish mana ability.

Guard Tower - basic defensive tower.

Boulder Tower - defensive tower that can damage units in an area.

Arcane Tower - magic tower effective against spellcasters and heroes. Can be upgraded into Fire and Frost towers.

Fire Tower - advance magical tower that adds fire damage to each attacks.

Frost Tower - advance magical tower that adds frost damage to each attack and slows enemies.

Potential Issues:
  • In my last test of the models, the external birth attached animation
    sometimes fail to load or show during the upgrade phase. I am not
    sure if the problem is in the model or because of the game itself but the
    visibility are all in proper order so i'm not sure why this sometimes happens.
  • The mage hall, spire and citadel have varied health bar height. I modified
    the extents on the sequences to achieve this. But when upgrading the height
    of the health bar got stuck on the lowest z value. If you know how to fix
    this please help me.
Notes:
  • the buildings uses an external birth animation that is linked to the model.
  • the altar uses a recolored skin for the statue, just import it the usual way.
  • This pack will be updated with additional models from time to time.
  • Use the "Abilities\Weapons\RockBoltMissile\RockBoltMissile.mdl" model
    for the projectile of the Boulder Tower.
  • Give proper credits to Manastorm whenever you use these models.
  • Notify me for any issues in each models.
  • Please give proper credits when using any models from this pack.
  • Please do not upload any part of this pack to other website/s.

I recently made a Patreon account it is still in the early stages of being set up but if you want please
consider being a supporter it will help immensely or consider supporting me via the links below:

Patreon: patreon.com/bakr_WC3
PayPal: PayPal.Me/bakrKev12

Discord: sirkd_

Just message me here on Hive or on Discord.

full

full

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Updates:
  • arcane sanctum portrait fixed, the planetarium is now visible during portrait animation.
  • arcane mine portrait camera changed
Contents

Academy (Model)

Academy (Icon)

Academy V1 (Model)

Altar of Mages (Model)

Altar of Mages (Icon)

Altar of Mages V1 (Model)

Altar of Mages V1 (Icon)

Arcane Generator (Icon)

Arcane Generator (Model)

Arcane Mine (Model)

Arcane Mine (Icon)

Arcane Sanctum (Model)

Arcane Sanctum (Icon)

Arcane Vault (Model)

Arcane Vault (Icon)

Aviary (Model)

Aviary (Icon)

Guard Quarters (Model)

Guard Quarters (Icon)

House (Icon)

House (Model)

Mage Hall (Model)

Mage Hall (Icon)

Mage Hall - Citadel (Icon)

Mage Hall - Spire (Icon)

Manufactorium (Model)

Manufactorium (Icon)

Mill Forge (Icon)

Mill Forge (Model)

Mill Forge V1 (Model)

Mill Forge V2 (Icon)

Mill Forge V2 (Model)

Mill Forge V3 (Model)

Mill Forge V3 (Icon)

Tower - Arcane (Icon)

Tower - Boulder (Icon)

Tower - Fire (Icon)

Tower - Frost (Icon)

Tower - Guard (Icon)

Tower - Scout (Icon)

Towers (Model)

z - dalaran birth animation (Model)

tillinghast

Banned
Level 48
Joined
Jun 2, 2008
Messages
696
In my last test of the models, the external birth attached animation sometimes fail to load or show during the upgrade phase. I am not sure if the problem is in the model or because of the game itself but the visibility are all in proper order so i'm not sure why this sometimes happens.
i don't know if you use mdlvis but this can happen with it, it clears the visibility of attachments, so you'd have to add birth attachments and such last, without saving your model in mdlvis after
 

tillinghast

Banned
Level 48
Joined
Jun 2, 2008
Messages
696
do i need to remove it and add it again in model editor?

thanks for the reply
it doesn't remove the attachment itself, it only resets the visibility to "0: 1"
i just find it more convenient to add it last, otherwise birth will show up in every animation while i'm testing it in sanity checker and such
 
Last edited:

tillinghast

Banned
Level 48
Joined
Jun 2, 2008
Messages
696
i mean the visibility is not the problem since i checked it again before importing. but for some reason the birth animation sometimes does not show. for example upgrading two towers of the same unit. one will show it the other wont.
it must be something else then, i don't know what
you should also make sure that the filter is "none"
 
Level 7
Joined
Apr 20, 2023
Messages
62
Hi Architects.
Have you ever considered making buildings in the style of ruins?
I think this is very scarce.
 

Attachments

  • Image_289066763837748.png
    Image_289066763837748.png
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Hi Architects.
Have you ever considered making buildings in the style of ruins?
I think this is very scarce.
He's not oblivious to the possibility, but busy bees like bakr will probably need a good long break.
Making ruined versions especially for canon is a whole new overhaul, just like how the sculptors designed the Master Chief Memorial for HALO 3. It's a different genre, but it shows that any artist would build a nice building first and then whittle it down so it looks all torn up.
I'm saying that he's got a lot of packs, which for now you should appreciate. :D
 
Last edited:
Level 53
Joined
Feb 11, 2020
Messages
294
regarding ruins doodads sometime in the future i guess or maybe someone else will since there's a lot of great modelers recently so maybe one of them can. But my initial idea right now is to have some generic ruins that can be assembled to resemble basic buildings in ruined form lets see how it will turn out.

regarding my projects.. my personal projects are all geared towards the completion of my Azeroth recreation map. It's just fortunate that Manastorm's projects are in line with mine that made it possible to make these packs. So it is all thanks to him.
 
Level 47
Joined
Jul 29, 2008
Messages
9,738
Another great pack for a complete faction. Nice!

the buildings uses an external birth animation that is linked to the mode
I'd love to hear more about your process for this, as I'm trying to figure out how to make that happen for my own custom faction projects, except I have a bunch of different custom building assets from different authors. Is there anything one needs to do with them to make this happen/easier? Can I just have someone make a (custom) external birth animation (model) & find a way to 'link it' correctly to all my various other assets?
 

Macielos

Hosted Project: W3E
Level 21
Joined
Jul 9, 2010
Messages
315
Hi Architects.
Have you ever considered making buildings in the style of ruins?
I think this is very scarce.
You mean, ruined versions of existing buildings? You'll find some of them among Ujimasa's resources, e.g.:
Search "<your building> and derivatives" for more.
 
Level 7
Joined
Apr 20, 2023
Messages
62
You mean, ruined versions of existing buildings? You'll find some of them among Ujimasa's resources, e.g.:
Search "<your building> and derivatives" for more.
Thank you, but I have been using these models.
 
Level 53
Joined
Feb 11, 2020
Messages
294
Alas, these Dalaran buildings rely too much on team colors to distinguish them. I think while having team colors, there can also be purple or pink.I hope that when you create Blood Elf buildings, they can have both team colors and red.
there is no need to insert other colors in these buildings i believe. inserting red in the blood elves for example will contradicts the team color if the player is using other colors than red. another example is for dalaran if I insert permanent purple/violet colors in them and the player's team color is red or green then the overall appearance of the model in game will be a contrast of different colors that does not blends well with each other.

the design, shapes and little details of these buildings are already based on WoW and easily distinguishable to determine what faction they represents. the decision to lessen the iconography and specific faction heraldry except for the barracks is also intentional to make the buildings flexible to use for other maps that is not dalaran.
 
there is no need to insert other colors in these buildings i believe. inserting red in the blood elves for example will contradicts the team color if the player is using other colors than red. another example is for dalaran if I insert permanent purple/violet colors in them and the player's team color is red or green then the overall appearance of the model in game will be a contrast of different colors that does not blends well with each other.

the design, shapes and little details of these buildings are already based on WoW and easily distinguishable to determine what faction they represents. the decision to lessen the iconography and specific faction heraldry except for the barracks is also intentional to make the buildings flexible to use for other maps that is not dalaran.
The reason why we don't rely on team colors is because they can be used on neutral buildings. If you are concerned about conflicting with the color of the building and the team color, you can adjust the team color to match the color of the building.
 
Level 53
Joined
Feb 11, 2020
Messages
294
The reason why we don't rely on team colors is because they can be used on neutral buildings. If you are concerned about conflicting with the color of the building and the team color, you can adjust the team color to match the color of the building.
there is no need for that i guess. structure wise the models already represents the intended factions.

and people usually find ways to make the models work the way they want it in their maps.
 
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