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- Oct 25, 2006
- Messages
- 1,175
It's awesome!
(32 ratings)
Thanks! Although the shield is from the Lordaeron Captain.As always on top. True, you could have taken a griffin from reforged, but if you thought it necessary to take a model from WoW, then so be it. As analogous to the mechanics of the Viking unit in SC2, it is a good idea if we are talking about people without Dwarves, such as Stormwind before the second war. The only question is the elf shield and emblem.
Thank you!That is truly an epic model.
Certainly, we are going to make a full fledged kultiran faction. As for the external source items, we plan to make tutorial about it in the future.Very nice model mate well done! Please allow me to ask: will there be squallrunners (Kultiras gryphon rider in wow) for Kultiras with their white gryphon in the future? Also...how you guys edit the skin of that gryphon, and make it looks so reforged? It's amazing.
GREAT WORK mate!Certainly, we are going to make a full fledged kultiran faction. As for the external source items, we plan to make tutorial about it in the future.
Wow I remember this game, although I played it in mame32.Nice one! Reminds me of a game I used to play on the Atari, Joust.
Joust game
Thank you!That is awesome! Looks great! Love the fact that it has both flying and walking animations.
Yeah, of course. See you in the mortal realms. For sigmar!perfect friend, hey would you allow me to use it as a base model to create my gryphon riders of the empire of sigmar, for my warhammer fantasy Moba mod?
You can delete the flying animations and delete the "alternate" word of the ground animations. Or when you use the model in the map editor go to object editor -> Art-Required Attachment Link Names and type alternate.hello! i really love the model, i always wanted a model like this, thank you very much for the work.
I have a question, how can I make it only terrestrial? I tried importing the model to the knight with horse, but it keeps flying.
Is there any way to have it only terrestrial?
I would really appreciate your hel
I thank you very much for the answer, I tried the map editor way, but it keeps flying D:You can delete the flying animations and delete the "alternate" word of the ground animations. Or when you use the model in the map editor go to object editor -> Art-Required Attachment Link Names and type alternate.
I have a fix for you: Add the 'alternate' string in the "Art - Required Animation Names" instead of "Art - Required Attachment Link Names". @Darious might have mistaken the two data fields.I thank you very much for the answer, I tried the map editor way, but it keeps flying D:
thank you very much, it works perfectlyI have a fix for you: Add the 'alternate' string in the "Art - Required Animation Names" instead of "Art - Required Attachment Link Names". @Darious might have mistaken the two data fields.
Regarding this model, it's a fantastic model. Really sick, man! Keep it up.![]()
You add the "ReplaceableTextures\CommandButtons\" before the file name (i.e. BTNGryphonRider.dds). If it's the disabled button--DISBTN--you add 'Disabled' at the end of "CommandButtons" in the directory/pathing. Be sure to remove the war3mapImported (or whatever it's called) before, and copy/paste the whole pathing to the unit you want the icon to be used. It's not the same the model where you can just click the dropdown for the custom models.First thing first. Great job on the model. Second thing. Anybody who can explain to me how to use the Icon, i have imported it, but I can't use it
I don't think i fully understand. Can you give an example if i can be a pain in the assYou add the "ReplaceableTextures\CommandButtons\" before the file name (i.e. BTNGryphonRider.dds). If it's the disabled button--DISBTN--you add 'Disabled' at the end of "CommandButtons" in the directory/pathing. Be sure to remove the war3mapImported (or whatever it's called) before, and copy/paste the whole pathing to the unit you want the icon to be used. It's not the same the model where you can just click the dropdown for the custom models.
I don't personally use the icon in this upload. But here's an example.I don't think i fully understand. Can you give an example if i can be a pain in the ass![]()
Thank you very much, you have been a great helpI don't personally use the icon in this upload. But here's an example.
View attachment 391953
It shows both disabled and the normal command button. And as an added bonus, the auto-cast button as well. I think for the passive icon, instead of Disabled, it's Passive?
You can create a Fly and Land ability by creating a custom morph ability in your map. I forgot which is the most ideal morph ability to use, but I think it was the Goblin Tinker's ability; just convert it to a unit ability and not a Hero unit one, first thing that came to mind because it's permanent, unlike the Metamorphosis ability of the Demon Hunter - you can't toggle it back and forth, nor is it permanent.now if only i had that fly and land ability.... if somehow you could add that to this mod, i'd gladly try this out for a map im making.....
Most in debt expiriance i have with editing abilitys, is things like fx....You can create a Fly and Land ability by creating a custom morph ability in your map. I forgot which is the most ideal morph ability to use, but I think it was the Goblin Tinker's ability; just convert it to a unit ability and not a Hero unit one, first thing that came to mind because it's permanent, unlike the Metamorphosis ability of the Demon Hunter - you can't toggle it back and forth, nor is it permanent.
The night elf druid has the ability to transform into a raven, I suppose they could use that.Most in debt expiriance i have with editing abilitys, is things like fx....
Starfall normaly as one level, so as it wont be upgraded by choosen again once the hero level up. Ive made one that can.
Or the change the ability that summon spirit wolf to summon 5 dragonspawn meddler as level 1 ability, 4 dragonspawn aprentice at level 2 ability, etc etc up to ability level 5 2 dragonspawn overseers.
So unless the gobling tinker ability effect couse the unit to change betwing flying and ground unit, i am as lost as before reading your reply.
question for creators. if i put the gryphon modle onto the human knight, and gives it the gobling tinker ability, will that be enough for it to transform from air to ground unit? or will i need a second gryphon that somehow is ground version?
"Icon for Flying Version" does not work and cannot be seen by the reforge editor version 2.0. Although the "Icon for Land Version" icon works and the editor recognizes it perfectly.You add the "ReplaceableTextures\CommandButtons\" before the file name (i.e. BTNGryphonRider.dds). If it's the disabled button--DISBTN--you add 'Disabled' at the end of "CommandButtons" in the directory/pathing. Be sure to remove the war3mapImported (or whatever it's called) before, and copy/paste the whole pathing to the unit you want the icon to be used. It's not the same the model where you can just click the dropdown for the custom models.
Hey there, this version of the model is obsolete. I you download the mod you will find there the newest version of the model and its icons."Icon for Flying Version" does not work and cannot be seen by the reforge editor version 2.0. Although the "Icon for Land Version" icon works and the editor recognizes it perfectly.
Could you please post them here for me, otherwise it will take a very long time to downloadHey there, this version of the model is obsolete. I you download the mod you will find there the newest version of the model and its icons.
I found icons, the model in the archive is not optimized and weighs as much as 61.6 MB, I will not use this, but will use the old model, since this is critical for the size of the map.Hey there, this version of the model is obsolete. I you download the mod you will find there the newest version of the model and its icons.
I beg to differ. That model has better animations and textures (diffuse, normal, and ORM). Also, the model weigh around 45MB, not 60MB.I found icons, the model in the archive is not optimized and weighs as much as 61.6 MB, I will not use this, but will use the old model, since this is critical for the size of the map.
Yes, afaik, if saved in a compressed W3X map file, the size of the model wouldn't amount to much in Reforged standards. Only when the map is uncompressed or is a map folder, it will show its "real" size containing of all imported assets.I beg to differ. That model has better animations and textures (diffuse, normal, and ORM). Also, the model weigh around 45MB, not 60MB.
I have written about the original size not the compressed. If you import it inside a map it's size gets halved. So the model would be around 23MB. Also we don't need in our mod to insert anything in our maps as we have bypassed the size limit.Yes, afaik, if saved in a compressed W3X map file, the size of the model wouldn't amount to much in Reforged standards. Only when the map is uncompressed or is a map folder, it will show its "real" size containing of all imported assets.
Yeah, that's what I was saying in my message, that the size of the model when imported into a compressed W3X map file (an actual map file that ends with ".w3x") will be smaller that when importing it to a map folder (Folder Expansion; maps saved with all its imported assets in certain folders based on their directories).I have written about the original size not the compressed. If you import it inside a map it's size gets halved. So the model would be around 23MB. Also we don't need in our mod to insert anything in our maps as we have bypassed the size limit.