Goatman Spear Thrower

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Go to https://www.hiveworkshop.com/threads/diablo-goatmen.355054/ for more fitting icons. Shares texture with goatman bowmen with corrensponding skins

Use Headhunter as base for easy fitting parameters, but change Art - Death time (seconds) to 3-3,5.



Please ignore sanity checker warnings on missiles, they're literally the same as the vanilla headhunter missile
Previews
Contents

Gor Spear Thrower (Model)

Gor Spear Missile (Model)

Goatman Brown Clan Spear Thrower (Model)

Goatman Brown Clan Spear Missile (Model)

Goatman Dark Clan Spear Thrower (Model)

Goatman Dark Clan Spear Missile (Model)

Goatman Red Clan Spear Thrower (Model)

Goatman Red Clan Spear Missile (Model)

Gor Spear Thrower (Icon)

Reviews
Em!
Em!
A cool bundle, nice work. Approved.
Level 36
Joined
Oct 26, 2014
Messages
419
A great skin, animations and geosets. Also it's nice to have all this variety of skin types 🤌

Btw, are Gors so different from Goatmen? I don't know the lore, but I see that their faces have less fur and here he has a thing on his belt Oo
yeah that's how they are on minis, also no eyebrows for some reason
 

Em!

Em!

Model Reviewer
Level 29
Joined
Jan 9, 2004
Messages
786
don't they work regardless of pivot points?
I am surprised by the question. They work similarly to two Origin Reference Points, meaning the second one is redundant and contributes nothing except for a minuscule file size increase. Collision spheres and accurate pivot points are pretty important imo, especially in competitive play. Misclicking is a thing, especially with slim/petite models. You´d want a sphere covering the upper portion of the model to ensure accurate clicking, and no salty player should be able to blame it on the model. Alternatively, I can approve the model if you want, as this is a minimal issue.
 
Level 36
Joined
Oct 26, 2014
Messages
419
I am surprised by the question. They work similarly to two Origin Reference Points, meaning the second one is redundant and contributes nothing except for a minuscule file size increase. Collision spheres and accurate pivot points are pretty important imo, especially in competitive play. Misclicking is a thing, especially with slim/petite models. You´d want a sphere covering the upper portion of the model to ensure accurate clicking, and no salty player should be able to blame it on the model. Alternatively, I can approve the model if you want, as this is a minimal issue.
Yeah I know what collision shapes are for

Idl how to explain this in proper terms, but these two shapes aren't in the same place. I think you're talking about the pivot point location, but it doesn't really determine where the sphere itself is. It's in its properties or something, refer to attached magos screenshot

I assume pivot point for collision spheres is a redundant parameter that would only change anything if you were to animate the collision shape, which you don't want to do anyway.

I double-checked ingame and the sphere works the same as it looks in the screenshot
 

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Yeah I know what collision shapes are for

Idl how to explain this in proper terms, but these two shapes aren't in the same place. I think you're talking about the pivot point location, but it doesn't really determine where the sphere itself is. It's in its properties or something, refer to attached magos screenshot

I assume pivot point for collision spheres is a redundant parameter that would only change anything if you were to animate the collision shape, which you don't want to do anyway.

I double-checked ingame and the sphere works the same as it looks on the screenshot
You are correct. Some programs cannot detect the 'internal' settings of collision shapes. Older RMS and MDLVis only saw the node's position and not its information inside. Magos seem to replicate the in-game state pretty well for collision shapes on units.
 

Em!

Em!

Model Reviewer
Level 29
Joined
Jan 9, 2004
Messages
786
You are correct. Some programs cannot detect the 'internal' settings of collision shapes. Older RMS and MDLVis only saw the node's position and not its information inside. Magos seem to replicate the in-game state pretty well for collision shapes on units.
Well, there we have it then, if it works, then it works, I can approve. However, setting collision sphere the same way as attachment points works fine for me, no animation required. Annoying that the sanity checker is not reliable unless you set the pivots.
points.png
 
Well, there we have it then, if it works, then it works, I can approve. However, setting collision sphere the same way as attachment points works fine for me, no animation required. Annoying that the sanity checker is not reliable unless you set the pivots.
Sanity checker and Hive 3D viewer have the same issue sadly.
 
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