- Joined
- May 21, 2021
- Messages
- 61
Lobster alien.
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ApprovedThank you for the review Stan. I've updated it accordingly.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
I still see unnecessary keyframesThank you for the review Stan. I've updated it accordingly.
Made further revisions.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
Reforged collision, will be in position during animationsstill collision shapes have wrong extents
What do you mean by that? This is the SD Section not reforged. Are you trying to animate the collision shape?Reforged collision, will be in position during animations
He mainly works on remastered models, so he is not familiar with some details of the classic models, and he has just started working on them recently.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.What do you mean by that? This is the SD Section not reforged. Are you trying to animate the collision shape?
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.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.
Thanks, I'm clear with later 3 issues, yet what kind of missing geoset animations are you referring to?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
i dont see any of those fixedThanks, I'm clear with later 3 issues, yet what kind of missing geoset animations are you referring to?
Happened to upload the wrong version, now it's sanity check issue clean.i dont see any of those fixed

