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Dieselpunk Troopers

Infantry - Queen of the fields.
Closest to the ground, to the cold, to the fire and death.

Well, I just combined the elements of Herr Dave's models (he gave me permission to upload) and added some custom animations maded by myself.

UPD 1.
1. Fixed particle effect in attack animation (thanks, Ian The Red)
2. Fixed the position of the model on Z axis in the new animations, some movements was changed or fixed a bit
3. Attack animation was changed a bit.
4. Animations was linearized, model was optimized and has lower weight now.
5. Texture was changed a bit, added teamcolor for crest.

UPD 2.
1. Fixed attack animation loop (thanks,Vanguard Veteran)
2. Walk and stand animation was changed a bit. Added another one stand animation.
3. New bayonet attack animation, removed attack alternate 4 (until I make it better)
4. Minor fixes in attack and stand ready anims.


UPD 3.
Small design changes. Nothing interesting.

UPD 4.
Fixed normals.

UPD 5.
1. Redesigned "heavy" model, trenchcoat was buggy, so I remove it until better time.
2. Added old version of model as you all requested
3. Added some effects fixes, thank Ian The Red
4. Added new guy (only old design version, new design version will be added after I'm sure that there are no serious bugs in the new model, I hope in advance for your feedback, guys)
5. New Icons. Again.

UPD 6.
1. Added Heavy Machinegun model.
2. Added Officer model.

3. Redesigned "new design" models, some animations was removed.
4. Fixed animation for OfficerOD, added new crest for TrooperOD.
5. New Icons. Again.

UPD 7.
1. Heavy Machinegun attack FX fixed.
2. HMG triggers was remodelled a bit, animation also changed a bit.


UPD 8.
Heavy Machinegun attack FX fixed. Again.

UPD 9.
1. Added Assault Trooper model.
2. Small design changes: teamcolor, helmets-pauldrons-equipment.
3. Fixed death animations for trooper and officer, small animation fixes.
4. New Icons. Again.
UPD 9.1
1.Fixed some animation bugs in Assault Trooper model (Thanks, SonsOfSami).
2.Fixed Decay Bone animation im Officer model.
UPD 9.2
Fixed lightning bug in Assault Trooper model (Thanks, Hazop).

UPD 10.
1. Fixed another lightning bug in Assault Trooper model (Thanks, Hazop)
2. Added under-barrel grenade launcher for Assault Trooper SMG.
3. Added new Spell anim for Assault Trooper.

UPD 11.
1. Added Mortar model.
2. Remodeled backpacks

UPD 11.1.
1. Changed Mortar attack animation - fixed particles, added recoil and some details. (Thanks SonsOfSami)
2.Fixed decay bone anims.
UPD 11.2.
1.The machine gun now rotates normally.
2.Sound and particles were corrected and bugs were fixed in mortar animations (many thanks to the SonsOfSami who did this work for me)
3.Fixed a weird noise in the Spell animations of the assault trooper (thanks, Hazop)

Heavy weapons was moved to a separate pack.

UPD 12.
Added normal fixes by SonsOf Sami

UPD 13.
1. Old texture replaced by new one, partially drawned by myself.
2. New Attack animation for Trooper.
3. Minor animation fixes.
4. Added alternative variation for Trooper - Landsknecht.

UPD 14.
1. Existing animations for the officer was completely remade and new animations are added: morph and two spell animations (of course, each has "Alternate" variation).
2. New "Walk" animations for Stormtrooper.
3. New gasmasks and backpacks, updated texture.
4. Dummy "Morph" animation for Soldier (without it, there was a bug, when after changing the stance to "Alternate" unit can't be selected). This animation is a temporary solution until I think of something better.
5. Small fixes.

UPD 14.
New version of soldier model.
New animations, textures and meshes.
UPD 14.01
Fixed portrait animation bugs.
UPD 14.02
Fixed another portrait animation bug.
UPD 14.12
Icons added.
UPD 14.22
Updated Walk animation, now it has a bit more physical impact and not so... "smooth".


P.S.
Due to the fact that this month I had to make an unplanned stop in development, I decided to update the models in packages separately so that you had the opportunity to evaluate the progress on something more complex than just a couple of screenshots.
Previews
Contents

Diesel Trooper new version (Model)

Diesel Trooper new version (Icon)

Dieselpunk Landsknecht (Model)

Dieselpunk Landsknecht (Icon)

Dieselpunk Officer (Model)

Dieselpunk Officer (Icon)

Dieselpunk Officer (Old Design) (Model)

Dieselpunk Officer (Old Design) (Icon)

Dieselpunk Soldier (Model)

Dieselpunk Soldier (Icon)

Dieselpunk Stormtrooper (Model)

Dieselpunk Stormtrooper (Icon)

Dieselpunk Trooper (Old Design) (Model)

Dieselpunk Trooper (Old Design) (Icon)

Reviews
General Frank
Works in-game, performs appropriately and is a good addition to the model section. Excellent work!
Level 10
Joined
Jul 13, 2016
Messages
74
Currently in game the model is producing a light from itself during the stand animation. Also the crest on the hat, the extra armor on the chestguard and the straps on his bag are "fuzzy".
Thanks, I'll fix it as soon as I can.
The bug with the light has already been fixed and I slightly corrected the shooting effects.
However, I want to finally finish the work on the animation of another model, so the next update will not be so fast after your recall, but it will contain something really new.
Well, also, as I promised, I'll publish the lighter version of models (old design).
I just do not know how best: post everything here, or create a separate post for them.

Thanks again for the feedback and bug searching: in recent days I do not have much time for in-game tests, and some bugs just are not visible in MdlVis, so your help is just invaluable.
 
Level 10
Joined
Jul 13, 2016
Messages
74
As I said, you need to upload screenshot 3, screenshot 4 and 5, these threes deserves their place.
Um, I think I did not quite translate my plan of action and you did not understand me.
I'm working with google translate, so I understand that mistakes are inevitable.
I'll try to explain again.
I will make models in two versions: in the style of the early screenshots (light weight, with fewer decals and less differences from the original Herr Dave models) and in the new style that you saw (more decals, and I'll try to add as much as possible something new and original in terms of appearance)
These models will use the same animations.
When I finish animate the new model (this will be one of the three named by you, but I will not say which, he-he), I will have a choice: upload both versions of models into this post, or upload models in the old style separately.
 
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Level 10
Joined
Jul 13, 2016
Messages
74
Great series of models , but can you reduce the smoke and increase the muzzle flash on the HMG?
it looks strange when using 0 cooldown attack unit (automatic)
I remade effects a bit.
It's ok now?

oh you uploaded all 3 in the end
Well, i'm not fast)
In fact, the new design for the officer and the infantryman was ready earlier, but I decided to remade it about three days ago, when i start work on machinegun.
There were no very big differences, but I had to change something and fix the skeletons so that the new legs fit animations well.
For this reason, in the animation of a spell, an officer has a placeholder in the form of animation herrdave's commissar: my old spell anims with new legs was too buggy, so on the next week i will made some new ones.
 
Level 14
Joined
Apr 30, 2018
Messages
351
I really like the concept of the the new stormtrooper, but it has some issues, particularly with stand-1:
-Muzzle flash is waaay too big for an Machinepistol\SMG
-Muzzle flash appears during Stand -1, you need to add these lines in the Rifle Smoke and Rifle Flash particle emitters:
160665: 0
161998: 0
This will fix the stand -1 problem
-Corpse appear during stand -1, you need to add this in the geoset animation that controls the corpse:
160665: 0
That will fix it
Also, shield is invisible in in stand -1
A suggestion, a walk fast alternate where he walks faster, as current one is too slow, this is just a suggestion though
If you want, i can put here a fixed version : )
 
Level 10
Joined
Jul 13, 2016
Messages
74
I really like the concept of the the new stormtrooper, but it has some issues:
-Muzzle flash is waaay too big for an Machinepistol\SMG
-Muzzle flash appears during Stand -1, you need to add these lines in the Rifle Smoke and Rifle Flash particle emitters:
160665: 0
161998: 0
This will fix the stand -1 problem
-Corpse appear during stand -1, you need to add this in the geoset animation that controls the corpse:
160665: 0
That will fix it
If you want, i can put here a fixed version : )
Yes, I found all of this errors (except first one), and i fix and reupload model literally a moment ago.
Btw, thanks for feedback)
UPD.
Is the muzzle flash and smoke OK now? Or it still need fix?
 
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Level 14
Joined
Apr 30, 2018
Messages
351
Yes, I found all of this errors (except first one), and i fix and reupload model literally a moment ago.
Btw, thanks for feedback)
UPD.
Is the muzzle flash and smoke OK now? Or it still need fix?
Yes, its much better
Actually, this is a good idea for spell: he can run ahead like ram, hiding behind his shield.
Sounds nice!
 
Level 13
Joined
Jul 2, 2015
Messages
872
Beautiful assault trooper!
Also what happened to the Motocav and Motorized Ugliness?

*Edit* The Assault trooper has a bug that he makes the entire map "lighter" and breaks fog of war
 
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Level 14
Joined
Apr 30, 2018
Messages
351
Both muzzle flash and smoke appear during stand and walk animations, to save you time finding the error, just add these lines in both of these particles:
265300: 0
266633: 0
267566: 0
268399: 0
That will make it disappear
Also, why not use Cloud8x8 texture for the smoke?
Suggestions:
-Add recoil in attack animation
-Increase the attack particles' size and latitude
-Add a small bomb when he reloads the mortar
 
Last edited:
Level 10
Joined
Jul 13, 2016
Messages
74
Both muzzle flash and smoke appear during stand and walk animations, to save you time finding the error, just add these lines in both of these particles:
265300: 0
266633: 0
267566: 0
268399: 0
That will make it disappear
Also, why not use Cloud8x8 texture for the smoke?
Suggestions:
-Add recoil in attack animation
-Increase the attack particles' size and latitude
-Add a small bomb when he reloads the mortar

Oh, I just thought to try a different texture and forgot to cancel the changes.
I'll fix it back now.
Also, the model already have this lines, so I add new ones and now it work well.
Btw, thanks for help and feedback)
 
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Level 13
Joined
Jul 2, 2015
Messages
872
Hm, I recently updated the model, check now - this bug is not in the viewer.
Kinda strange a bit.
For some reason after the assault trooper plays his spell anim and after the Mortar does his reload animation, a weird noise plays. I've tested this by making 'new' map and adding the models in just in case and the same sound plays.
And whats the animation play back settings the mortar needs so he dosent fire after the projectile already fired?
 
Level 3
Joined
Mar 3, 2008
Messages
51
Hey Zess, amazing once again, Man! Are you ever going to release a massive Pack with all the various iterations of Troopers youve gone through?!
 
Level 10
Joined
Jul 13, 2016
Messages
74
Hey Zess, amazing once again, Man! Are you ever going to release a massive Pack with all the various iterations of Troopers youve gone through?!
At this moment - no, but I can give any necessary variation in private.
Maybe when there will be more models, I will create a separate pack for new models, and will upload the old versions in this post.
 
Level 3
Joined
Mar 3, 2008
Messages
51
Slwoly evolving to Death Korps or Iron Legion xD
I LOVE it! Have you thought about making a Hero General Version? Or a Specialist/Kommando one? That would look sick!
 
Level 10
Joined
Jul 13, 2016
Messages
74
Slwoly evolving to Death Korps or Iron Legion xD
I LOVE it! Have you thought about making a Hero General Version? Or a Specialist/Kommando one? That would look sick!
Well, I would like to make a heroic version of an officer’s model (also because I don’t want to get rid of that augmetic red eye that old models have)

As for Specialist and Commando, they will.
The commando will be in two versions - a trencher (some kind of berserk-stormtrooper with more emphasis on melee combat) and a saboteur - who will be a scout / assassin, but will also be focused on close combat, not marksmanship.

The specialist, of course, is a sapper, but, unlike the two guys I mentioned above, I didn’t even begin to work closely on it's model: he exists only in a very old and irrelevant version.
And, perhaps, a sniper who will be a variation of a saboter.
 
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Level 13
Joined
Jul 2, 2015
Messages
872
Face textures are broken.. The mask is a weird blend of skin and leather...

I several times reloaded the textures and models into my map and the face refuses to be textured right.

Could you look into this please?
 
Level 10
Joined
Jul 13, 2016
Messages
74
Face textures are broken.. The mask is a weird blend of skin and leather...

I several times reloaded the textures and models into my map and the face refuses to be textured right.

Could you look into this please?
Oh, maybe the problem is with the landsknecht: I don’t remember if I changed its texture to the total for all
On my test card, everything worked as it should, otherwise, I would not lay out the work here.

I do not know whether it makes sense to release a fix now, once a week I would like to post a full redesign.
 
Level 13
Joined
Jul 2, 2015
Messages
872
Oh, maybe the problem is with the landsknecht: I don’t remember if I changed its texture to the total for all
On my test card, everything worked as it should, otherwise, I would not lay out the work here.

I do not know whether it makes sense to release a fix now, once a week I would like to post a full redesign.
No its not the landsknecht, its actually everyone but them
 
Level 12
Joined
Dec 25, 2010
Messages
972
I think I know why the soldiers are having poor face textures: The landsknecht texture is a bit different from the other soldiers. specially around the face.
I recommend using the Dieselpunk soldier texture instead of the Landsknecht texture
 
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