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District 9:Prawns Alien

I really like this classic science fiction movie, so I asked someone to help me make this alien model. Perhaps in the future, I will add related models such as projectiles.
Down to the alien gestapo
Contents

District 9 Prawn Alien (Model)

Reviews
stan0033
1. Use optimizer to remove unnecessary tracks. 2. Calcualte extents. 3. The models must completely disappear at the end of decay Review accepted by Footman16
stan0033
Please do these fixes on the model create all missing geoset animations add an animated portrait sequence to the model. Currently the portrait frame in-game shuffles between sequences and doesnt look good change the type of the collision shapes to...
stan0033
Okay, works fine in-game now after the changes, but I'd advice you in the future if you upload more models of units, in the SD Section, to be under 2000 polygons and even smaller instead of .... 17,000 polygons Review accepted by Footman16
Thank you for the review Stan. I've updated it accordingly.
I still see unnecessary keyframes

After a second look - "Too many vertices in one geoset: 9203" - this will cause glitches in-game. Split the geoset or reduce overall vertex and poly count.
Why the model has 21000 polygons thats way too much. Polycount isprerefeable to be reduced.

Also why you have so many collisition shapes? 2-3 at best should be enough. The collision shapes are not positioned correctly.

Change the format of the used texture from DDS to BLP to be compatible with older patches

overhead Ref is positioned too low
 
Last edited:
I still see unnecessary keyframes

After a second look - "Too many vertices in one geoset: 9203" - this will cause glitches in-game. Split the geoset or reduce overall vertex and poly count.
Why the model has 21000 polygons thats way too much. Polycount isprerefeable to be reduced.

Also why you have so many collisition shapes? 2-3 at best should be enough. The collision shapes are not positioned correctly.

Change the format of the used texture from DDS to BLP to be compatible with older patches

overhead Ref is positioned too low
Made further revisions.
 
What do you mean by that? This is the SD Section not reforged. Are you trying to animate the collision shape?
In the sanity checker you should be able to see the collision cubes in their right position during each animation. Anyway, I've tested it in game, and no collision-related issue occurred to affect gameplay.
 
In the sanity checker you should be able to see the collision cubes in their right position during each animation. Anyway, I've tested it in game, and no collision-related issue occurred to affect gameplay.
ah I see, clever - animated colision shapes - although not necessary for warcraft 3. Wc3 is top-down game, not an FPS game where precision of collision matters like headshots. I'll check the model again and write review later.
 
Please do these fixes on the model
  • create all missing geoset animations
  • add an animated portrait sequence to the model. Currently the portrait frame in-game shuffles between sequences and doesnt look good
  • change the type of the collision shapes to sphere
  • remove the unused materials from the model

Review accepted by Footman16
 
Please do these fixes on the model
  • create all missing geoset animations
  • add an animated portrait sequence to the model. Currently the portrait frame in-game shuffles between sequences and doesnt look good
  • change the type of the collision shapes to sphere
  • remove the unused materials from the model

Review accepted by Footman16
Thanks, I'm clear with later 3 issues, yet what kind of missing geoset animations are you referring to?
 
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