- Joined
- Oct 26, 2014
- Messages
- 472
I was working on the archer update btw, never finished it though.Really love these
I'm using this and the Archer in my upcoming map
(32 ratings)
I was working on the archer update btw, never finished it though.Really love these
I'm using this and the Archer in my upcoming map
I thought it was a meme but m y g o o d n e s s it's a real yu-gi-oh card.
Oh yeah, this is greatly detailed, the anims and the textures. Looks to fit to Reforged as well.
Fortunately, I would have to update my reptile faction along with your newer stuff
I wonder what happened to the rat-people you are makin'?
Still big hopes up and forward for your epic skavensNothing yet
I want to add cannibalism anims to the old ones and make a stormvermin but I don't know when im gonna do that
hm.. the newest ( i assume) lizard guy's back is pretty odd,, the belt from the front stops abruptly and doesn't continue and wrap around the back oO
also there's a small wrap issue on the 'boots' at their 'knee' spikes
but the lizard is lookin' mighty fancy :3
are you working on a Warhammer Fantasy map?
Hey so my wife and I have been working together to make a map. We only intend for us to use it and it is mostly for the experience of making it. I've been wanting to add custom skins but I have no experience with this at all. I can't figure out the process to use the skins whatsoever... I got your Lizardman Assassin one to work, but I can't get any others to work (not just yours, like... any lol). I know I'm doing it wrong but I don't know where I'm messing up. I think it is with the full path names, could you give me an example of what I should have imported for the names when importing the files for this warrior? They are the best skins we've seen so far!
Thank you so much for posting the image, that was really helpful. Okay, so I did the paths right for your stuff, but I have one more question: In terms of actually using these files, what is the difference between the regular warrior file and the portrait file? Currently, I am setting the warrior.mdx as the "art - model" but I'm not sure what I do with the portrait or if that is something somehow done automatically?It should look like this I think
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Thank you so much for posting the image, that was really helpful. Okay, so I did the paths right for your stuff, but I have one more question: In terms of actually using these files, what is the difference between the regular warrior file and the portrait file? Currently, I am setting the warrior.mdx as the "art - model" but I'm not sure what I do with the portrait or if that is something somehow done automatically?
I also tweaked the animations to be smotther and made a new spell anim. The old model has the new animations too.
Yeas! Truly looks more generic and is also very warcrafty, and the portrait is damn amazing, a great additionWe. Need. More.
I'd make the TC plane in the portrait bigger so that more of the team-color can be seen behind the head.
And maybe also reconsider the 'Spell' sequence because the sword sheaths too quickly and after the animation's turning point it looks like there are no frames and the model is just slowly returning to the initial keyframes. Ideally there should be a dummy sword geoset on the thigh
Just feels like you put the keyfreames of the spell cast posture too close to the starting frames and that's what made this twitch.
Ye, like your 'Spell' inherits the starting pose from 'Stand Ready' and it is quite different in comparison to your 'Stand', so when your unit stays away from its enemies and plays 'Stand' by default it will have to switch to 'Stand Ready' before the 'Spell' if you order it to cast something. Thus if you don't have a smooth transition, gameplay-wise, it will look quite twitchy.It was made with gameplay in mind where you need a visible snappy motion that you can see with the edge of the eye but won't nessesary notice smaller stuff like sword dissapearing. Also I'm pretty sure I not only put the spell pose close to the openinng keyframe, but also changed the first pose itself just to make it move faster. It should be tested in the actual game environment to evaluate properly and actually yeah I didn't test this one anim that much. Also yeah maybe the ending could be a bit more elaborate