Martian invader

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
entry for the mini sd modeling contest scary monsters

to use alternate decay, put "Art - Required Animation Names" "Alternate" and "Combat - Death Type" "Can't raise, Does decay"
Previews
Contents

Martian invader (Model)

Missile (Model)

Reviews
stan0033
some of the geoset animations lack 0 alpha for start/end of 'decay alternate' Review accepted by Footman16
THATS GREAT! I like this model very much! Nice death anim with head exploding like balloon and purple effects. I like stand anim where he steps on that butterfly. This is also unique model that benefits the model section and did not exist here so far.
5/5+ like!
@Archian please put this also in contest entry.
 
some of the geoset animations lack 0 alpha for start/end of 'decay alternate'
because it doesn't matter, it's covered by the material visibility, i have sat there and waited for 88 seconds for decays and model did not become visible for me
geoset animation visibility is binary, visible or not, so material visibility have to be used for gutz or in this case the "beaming up" thing, model still gets removed from the game after the animation is over
it's the same exact thing as default blizzard models
 
because it doesn't matter, it's covered by the material visibility, i have sat there and waited for 88 seconds for decays and model did not become visible for me
geoset animation visibility is binary, visible or not, so material visibility have to be used for gutz or in this case the "beaming up" thing, model still gets removed from the game after the animation is over
it's the same exact thing as default blizzard models
My review is about data correctness not if it works in another way or not.
Technically it works because the material visibility masks it, but the geoset animations are is still incomplete. Geoset animations should define their own intended visibility instead of relying on another visibility component to hide them.
 
My review is about data correctness not if it works in another way or not.
what another way? it's visible when it should be and invisible when it shouldn't, it works
Technically it works because the material visibility masks it
there's not "technically" about it, it works
but the geoset animations are is still incomplete.
because they don't need to be complete if the model works as intended
Geoset animations should define their own intended visibility instead of relying on another visibility component to hide them.
they did define it and it's 1 because of material visibility
there is no point in putting 0 at the last frame of geoset animation visibility because next animation immediately overwrites it, or in this case it gets deleted from the game
 
We're discussing two different things. You're arguing that the model works correctly in-game, and I don't disagree with that. My review is based on the site's standards for model data. Whoever wrote sanity test is setting a standard how models should behave. The Sanity Test reports six geoset animations that do not disappear during Decay Alternate, so I mentioned it in my review.

Whether you decide to fix it is entirely your choice. I simply pointed out what the site's validation considers an issue.
 
We're discussing two different things. You're arguing that the model works correctly in-game, and I don't disagree with that. My review is based on the site's standards for model data. Whoever wrote sanity test is setting a standard how models should behave. The Sanity Test reports six geoset animations that do not disappear during Decay Alternate, so I mentioned it in my review.
it's not even proper sanity test, it's this new "/validate-model" thing that makes wild assumptions
if it has replaceable id 2 (used for portrait background) - then it's a hero, demands a dissipate animation
same bundle here, for a missile it demands a collision shape (can't even select missiles in normal game)
on some models it somehow decides that the model in question is a building and demands a boxy collision shape
why are you blindly adhering to that thing? it does have some points (it did point out that i forgot about rally point attachments for my sepulchers, they're even missing in the screenshot), but it's not a be all end all or whatever, nor is the regular sanity checker
 
Wether the sanity check is flawed or not is a different topic of discussion and doesnt invalidate my review. I'm not blindly followig the sanity checks, i see inconsistencies in it that you mentioned without you telling me, I choose what to ignore, but this here I did not ignore. As I said follow the review or don't it's your choice. If you want a second opnion there are other reviewers. :)
 
Last edited:
[...] If you want a second opnion there are other reviewers. :)
I think the model is totally fine for approval. It follows every test in sanity check (which both versions are kinda flawed and don't know what is 'fully' correct) and it works well in-game.
I test all things in-game as every model reviewer should. That should be your testing barometer and not jut sanity checker.

The only real problem I have with this model is that the body move too quickly downward during the regular Decay Flesh animation. But that's a quick fix.
 
My review is about data correctness not if it works in another way or not.
Technically it works because the material visibility masks it, but the geoset animations are is still incomplete. Geoset animations should define their own intended visibility instead of relying on another visibility component to hide them.
What's this, the onset of new AI minded bureaucrats?
 
It should probably be discussed (elsewhere) how much we should depend/rely on the various "sanity checkers" for reviews (I.e. can a model be approved if it has any "failures"), because tillinghast & stan are both correct here, in different ways.
What's this, the onset of new AI minded bureaucrats?
look it's two people that reply to every thread because they're pillars of community
they're pillars of community because they reply to every thread
what would we do without them?
 
Back
Top