1. Are you planning to upload your awesome model to Hive? Please review the rules here.
    Dismiss Notice
  2. Find your way through the deepest dungeon in the 18th Mini Mapping Contest Poll.
    Dismiss Notice
  3. A brave new world lies beyond the seven seas. Join the 34th Modeling Contest today!
    Dismiss Notice
  4. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
Hive 3 Remoosed BETA - NOW LIVE. Go check it out at BETA Hive Workshop! Post your feedback in this new forum BETA Feedback.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Fortification wall square

Submitted by MassiveMaster
This bundle is marked as approved. It works and satisfies the submission rules.
This is a square version of this wall model, so it's easier to turn it. Currently, I'm working at a wall system that includes turning and dynamic pathing etc. for my fortification models. Once I finished it, I'll update my example map for the normal wall with the system and will also add all the newer models to it. (I'm working at the edge version of the wall at the moment.)

The wall model has different animation sets:

-Undamaged (Stand)
-Damaged with destroyed battlement (Stand upgade first)
-Destroyed with only the destructed base remaining (Stand upgade second)

The model only uses ingame textures (for low filesize) and has a portrait camera, team colour, the standard animations (Stand/Birth/Death/Decay) and two upgrade levels.

An alternate version of the model without the team-coloured roofing tiles is added as portrait.

Updates:
-Changed animation names of undamaged and destroyed version for easier use as doodad
-Dust now correctly disappears at the end of the animations
-Added alternate version as portrait


Pls give credits, if you use it in your map.
You are allowed to modify it as long as you give credits.

Keywords:
fortification, wall, stone, building, structure, medieval, age,
Contents

Fortification wall square (Model)

Fortification wall square (Model)

Reviews
Moderator
Frankster [img]: Good in combo with your other wall models. Works in-game and performs very well.
  1. EloTheMan

    EloTheMan

    Joined:
    Mar 18, 2009
    Messages:
    475
    Resources:
    0
    Resources:
    0
    Rules of the Hive:
    1. Do not double post.
    2. Read the previous posts before posting.

    So if you missed it he does not take requests, there are tutorials found here on how to make 3D models: http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/
     
  2. Ognjen19

    Ognjen19

    Joined:
    Aug 17, 2011
    Messages:
    171
    Resources:
    0
    Resources:
    0
    Can you explain how to import walls to another map?
     
  3. joeshia_b_asian

    joeshia_b_asian

    Joined:
    Jun 16, 2011
    Messages:
    38
    Resources:
    0
    Resources:
    0
    how do u turn walls D: i have gone through posts on all 5 (or 4 i forgot) and found nothing about how to turn them, you tell about how to change the model in the beggining but not how to turn them plsssss someone tell me i am dieing here
     
  4. MassiveMaster

    MassiveMaster

    Joined:
    Sep 14, 2009
    Messages:
    148
    Resources:
    31
    Models:
    26
    Packs:
    2
    Skins:
    2
    Maps:
    1
    Resources:
    31
    If you want to turn buildings without having a separate model for each rotation, you have to turn them with triggers (at least I don't know any other way). But if you want to use them as structure (likely) you can't just use 'SetUnitFacing()', but you have to recreate the unit with the wanted turn angle, like:
    Code (vJASS):
    local real WantedFacing = 180.00
    call ShowUnit(OldBuilding, false)
    call CreateUnit(GetUnitTypeId(OldBuilding), GetUnitX(OldBuilding), GetUnitY(OldBuilding), WantedFacing)
    call RemoveUnit(OldBuilding)
     
  5. joeshia_b_asian

    joeshia_b_asian

    Joined:
    Jun 16, 2011
    Messages:
    38
    Resources:
    0
    Resources:
    0
    thx i didnt see this post lawl so i kinda commented on another one of your buildings ^^
     
  6. joeshia_b_asian

    joeshia_b_asian

    Joined:
    Jun 16, 2011
    Messages:
    38
    Resources:
    0
    Resources:
    0
    and in games i have promblems with gate using the upgrade to open and close gate.... people just make walls in between the gate when its open and it crashes when they close it....... (by people i mean me and my testers)
     
  7. MassiveMaster

    MassiveMaster

    Joined:
    Sep 14, 2009
    Messages:
    148
    Resources:
    31
    Models:
    26
    Packs:
    2
    Skins:
    2
    Maps:
    1
    Resources:
    31
    I'll look into it and will try to fix it in my next update. I made the gate triggers only very rudimentary and didn't test them that much. I focused more on the wall triggers. :grin:

    Ah and you could just remove your other post as I think it got obsolet? Otherwise it may be a bit irritating for others.


    EDIT: I tested it with the show case map, but wasn't able to reproduce the bug. I wasn't able to build between a gate as the pathing map prevents me from doing so, as it was supposed to be. I assume you have that problem in your own map. Then see that you use appropriate pathing textures for the gates. When you press "P" in the editor the pathing between an opend gate should be blue (unbuildable). Look into my show case map for reference. If you have any more questions just send me a PM.
     
    Last edited: May 5, 2012
  8. Alexxxx

    Alexxxx

    Joined:
    Apr 11, 2012
    Messages:
    2
    Resources:
    0
    Resources:
    0
    :thumbs_up:
    is great helped me a lot, thanks