(9 ratings)
Since you mentioned that...Dayum. I always dig for bland models for maps.
Too many of them are either elven or badly made on the hive.
Where is the rifleman ?
i'll update them once I have the time the most current versions are in a mpq file somewhere in my laptopCool, but some portraits have only head moving and it looks strange, several models dont have portrait talk animation but named as portrait - 3
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i do have those models but still on their base model form so more work must be done to make the archer, crossbowman and rifleman models more unique and pass sanity check.Awesome work on all three of these packs! Any chance we could get matching Crossbowmen, since we know at least Stormwind employed such soldiers back in the First War?
thanks.. the pack is still missing some models though since I am yet to finish and fix the issues on those ones.Amazing, i also believe a more complete pack would be awesome for anyone who needs them; however as a modeler i understand that's maybe too much to ask, you already work so hard on these.
Amazing, hope they get aproved right away.
can I ask what specific issues so I can look into it? I cant notice them on the editor. thanksMy holy light! What a great model.
Many models have issues with their Stand-2. You may want to check it out.
Model based on Footman. The position of the feet on Stand-1 and Stand-2 is different.can I ask what specific issues so I can look into it? I cant notice them on the editor. thanks
i see now.. ill take note of it for future update/s. thanksModel based on Footman. The position of the feet on Stand-1 and Stand-2 is different.
The Kultiras pack is still in progress still missing some units I just uploaded them for safe keeping.PERFECT,but why isn't there a GeneralMounted in Kurtiras?
Ah, a man of culture, I see. Robin is a great source of medieval arms and armour knowledge.These armies are excellent in every regard, and huge props from getting them done and released.
One minor suggestion to halberdiers in all armies - I think they could have a two-handed, shieldless variant. One, it's more historically (and, well, practically) accurate which is explained e.g. by this guy:
Two, this would diversify these units' usage gameplay-wise, making halberdiers more offensive, anti-armor/anti-massive units like in TW: Warhammer, distinguishing them from footmen and spearmen by lack of Defend.
i do have some of the units already but i am still finishing a commissioned project.Is there any chance to see your Dalaran army ?
woal ~ great ! I'm looking forward to see them when you done the commissioned project .i do have some of the units already but i am still finishing a commissioned project.
with regards to collision shapes.. original wc3 unit models uses squares and rectangles as collision shapes. like the gryphon and catapults. Should i change them as well to sphere?Please fix the following issues:
- All geoset must disappear at the end of Decay Bone animations.
- Change the unit collision shapes to spheres.
Assuming that the problems lay on your base models, please apply this fix to your other bundles as well.
Yes please, as they're more reliable.with regards to collision shapes.. original wc3 unit models uses squares and rectangles as collision shapes. like the gryphon and catapults. Should i change them as well to sphere?
updatedYes please, as they're more reliable.
The icon just serve as an indicator.Really nice work! I could'nt figured out yet how to use the siege ram upgrade correctly. I used the wagon model from the campaign and replaced this with the ram model. I added the siege ram upgrade icons but doesnt work. What i am doing wrong? Is the siege ram upgrade model file necessary?
Sorry but can you explain the steps into this? I tried to connect the barrage upgrade as requirement, but i dont get it. Where can i activate the upgrade animation?The icon just serve as an indicator.
To transform a unit from upgrade, you need to base it on the Barrage ability (not the one adding more projectiles) in the War Wagon. When the unit has this ability and is not paused, it morphs permanently to the other one. Give it to the ram and put the tech as a requirement.
Put the two rams in your building, and disable for all player the upgraded ram. When researched disable the previous ram and enable the upgraded ram.
Putting the upgrade in the used upgrade list doesn't do anything for this case.
I can see two different solutions.Sorry but can you explain the steps into this? I tried to connect the barrage upgrade as requirement, but i dont get it. Where can i activate the upgrade animation?
Make sure that the upgraded Ram unit has "upgrade, first" under the Required Animation Names field in the Object Editor. You can look at the Guard Tower for an example of how to structure the string. That will cause the upgraded unit to always use the "Upgrade First" animations of the model.Sorry but can you explain the steps into this? I tried to connect the barrage upgrade as requirement, but i dont get it. Where can i activate the upgrade animatio