Improved Knight with shield

Hello!
I know there were some other uploads of knights with shields, but they appear to have some issues both in animations and how the shield is set
Slight animation changes so that the shield will not collide with the body of the rider.

Improvement:
  • Repaired original knight issues
The default knight has issues with it's Cinematic Standard animation (hand is clipping hard)
  • Slight changes to the armor of the rider and horse
Used same pauldron on both sides and gave him a different armor piece on the chest center
  • Added custom helmet
  • Added a Shield instead of the sword
1 version with Footman Shield
1 version with custom Lordaeron Shield
  • Sword attack was set to Spell 1
  • Added the sword as a sheated weapon for immersion
Credits:
  • Thank you to Mr Ogre man for the amazing helmet idea.
  • Thank you to Shichuan Wang for the original model idea.
  • Thank you to Barorque for the Lodaeron Shield textures.
Textures:
  • For the custom textures use the same path as the original knight:
    • Units/Human/Knight/Knight_Helm_diffuse.dds
    • Units/Human/Knight/Knight_Helm_ORM.dds
Updates:
  • Created additional models:
    • Knight With Alternative Helmet
    • Knight With Closed Helmet
Hope you enjoy!
All feedback is welcomed.
Previews
Contents

Mounted Knight with Closed Helm&Shield (Model)

Mounted Knight with Closed Helm&Shield Icons (Icon)

Mounted Knight with Closed Helm&Shield Portrait (Model)

Mounted Knight with Different Helm&Shield (Model)

Mounted Knight with Different Helm&Shield Portrait (Model)

Mounted Knight with Footman Shield (Model)

Mounted Knight with Footman Shield portrait (Model)

Mounted Knight with Lordaeron Shield (Model)

Mounted Knight with Lordaeron Shield portrait (Model)

Mounted Knight with Shield Icons (Icon)

Reviews
Ardenaso
Works fine without any much issues, APPROVED and RECOMMENDED Please don't forget to put the file path for the textures
Level 12
Joined
Feb 13, 2012
Messages
426
great model ,but if theres some thing i lent from Tyrion is that even shield can by used as a wepone so mabe consider using the second attck animention for the left arm with the shield 🙂.
("for Lordaeron and the alliance")
 
Level 12
Joined
Feb 13, 2012
Messages
426
For the update I added that as a spell 1 if anione 1 to give him a shield slam
oh cool idea , but i dunt understand you updeated it or will updeat becuas i dont see spell 1 in tge viewer ,
sorry i am dumb 😅
 
Level 3
Joined
Mar 22, 2020
Messages
46
Cool model but i need some help: After importing the model and all the textures (I followed the Readme guide) I closed the editor and reopened it to see if the textures loaded. My problem now is that the editor doesn't open the map anymore, it loads it and then crashes, any suggestion to solve the problem?
 
Level 37
Joined
Mar 11, 2017
Messages
659
Cool model but i need some help: After importing the model and all the textures (I followed the Readme guide) I closed the editor and reopened it to see if the textures loaded. My problem now is that the editor doesn't open the map anymore, it loads it and then crashes, any suggestion to solve the problem?
This is a suggestion for any map you make or work on. SAVE THEM AS FOLDER. ;)
 
Level 11
Joined
Dec 26, 2022
Messages
134
Cool model but i need some help: After importing the model and all the textures (I followed the Readme guide) I closed the editor and reopened it to see if the textures loaded. My problem now is that the editor doesn't open the map anymore, it loads it and then crashes, any suggestion to solve the problem?
Your issue happens with any model team units. If any team units is on the map when saving the map and load it again, it crashes. Make sure all units is team 12 colur (wich treat it as creep units) and have triggers turn them wanted player owned on starting game.
 
Level 3
Joined
Mar 22, 2020
Messages
46
This is a suggestion for any map you make or work on. SAVE THEM AS FOLDER. ;)
Your issue happens with any model team units. If any team units is on the map when saving the map and load it again, it crashes. Make sure all units is team 12 colur (wich treat it as creep units) and have triggers turn them wanted player owned on starting game.
thank you for your suggestion. But what about my map ? Is it lost forever ?
 
Does it have a walk animation? I.e., horses moving at a rate different from the maximum?
If I set the walk speed to 250 and the base speed to 250. I still see run animation...
See this reference:
Ok. I changed animation names to "Walk" and "Walk Fast" in the model editor and now I can run and walk. Walk animation looks good at 150 speed or so though...

Cantre animation could be nice to have. Trot with a speed ~270. And canter for speed ~300
 
Last edited:
Level 3
Joined
Oct 29, 2011
Messages
22
I'm using the proper pathing, but I can't for the life of me get the Shield or Helmet texture to work.

I noticed that your pathing uses forward slashes "/" but when I put that into the importer, it automatically turns it into backwards slash "\".

Is that it?
 

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Level 4
Joined
Apr 8, 2021
Messages
31
I'm using the proper pathing, but I can't for the life of me get the Shield or Helmet texture to work.

I noticed that your pathing uses forward slashes "/" but when I put that into the importer, it automatically turns it into backwards slash "\".

Is that it?
did you find a solution ? please
 
Level 37
Joined
Mar 11, 2017
Messages
659
I'm using the proper pathing, but I can't for the life of me get the Shield or Helmet texture to work.

I noticed that your pathing uses forward slashes "/" but when I put that into the importer, it automatically turns it into backwards slash "\".

Is that it?
I don't think it was the new version :
(the hair & shield are like M.Smirriw pointed) :D
Hello to both of you friends.
First I am using the warcraft reforged 2.0 version
Second I do not understand what exactly you are missing but I downloaded what I uploaded and tested it
No issue on my side
1734286390000.png
 
Level 4
Joined
Apr 8, 2021
Messages
31
Hello to both of you friends.
First I am using the warcraft reforged 2.0 version
Second I do not understand what exactly you are missing but I downloaded what I uploaded and tested it
No issue on my side
View attachment 501086
Sorry ! i forgot to post back/edit my post i found out later that it was a simple yet stupid mistake on my part, i simply forgot about pathing for whatever reason on your model! and i checked here, saw M.Smirriw comment, and didn't try to look further until i found out about my "oupsi" by editing your model and importing the modified version, you did everything great, its on us, soz' about that !
 
Level 37
Joined
Mar 11, 2017
Messages
659
Sorry ! i forgot to post back/edit my post i found out later that it was a simple yet stupid mistake on my part, i simply forgot about pathing for whatever reason on your model! and i checked here, saw M.Smirriw comment, and didn't try to look further until i found out about my "oupsi" by editing your model and importing the modified version, you did everything great, its on us, soz' about that !
No problem. I am glad about feedbacks.
I added 2 additional models in case you need something different.
 
Current knight has a run and walk cinematic animations
Walk cinematic is ok for speeds below 200, run is ok for 310-390
For speed 260-310 there is no animation and changing animation speed does not help.
I want the horse not only to do a full gallop. But it's a slower but still relatively fast movement animation.

 
Last edited:
Level 37
Joined
Mar 11, 2017
Messages
659
Current knight has a run and walk cinematic animations
Walk cinematic is ok for speeds below 200, run is ok for 310-390
For speed 260-310 there is no animation and changing animation speed does not help.
I want the horse not only to do a full gallop. But it's a slower but still relatively fast movement animation.

Hmm I see what you mean.
I do work with animation a lot been my main focus on the old and new models but this is not something that feels important to the overall community so I might do it when I do not have plans because now I am going on a full personal feedback roadtrip to check all my older & newer models to see what issues I have missed and what new things I can add (model appearance improved & animations) Fugrim
Also a tone of unreleased models that also need to be added :) so if anyone want to use my imporved knights and add that canter animation I do not mind.
 
Level 37
Joined
Mar 11, 2017
Messages
659
Current knight has a run and walk cinematic animations
Walk cinematic is ok for speeds below 200, run is ok for 310-390
For speed 260-310 there is no animation and changing animation speed does not help.
I want the horse not only to do a full gallop. But it's a slower but still relatively fast movement animation.

If your reffering to this then you need to wait a bit more until I figure something out
It's not something that warcraft reforged has so it need's to be something new
And until the animations is something I am satisfied with smooth transition it will take more time

The knight is not my concern now
I am working on models for the Re-reforged campaign
New animations for existing models which take all my available time now
 
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