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- Nov 19, 2005
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So this is just a bundle of skin?
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It is not meant to be a full Techpriest, which is why I named it an 'adept'. Using the Necrolyte for a full Techpriest with the skin is not a bad idea though. Making the texture two-sided makes the wires on the shoulders (which is what those are meant to be, not hair) less holey but it also messes up the red tone on the hood a bit. It's not a knife it's a wrench. Idk what you're talking about the upper part of the neckerchief being full of holes, again it's meant to be all techy and wirey.Neet idea. But I would change this bit. First of all, texture - using your own skin is nice, but I can see their inside through their shoulders. Also, what is with their mouth? They have neckerchief, okay, but that upper part is once again full of holes.
And overall, i do not think I like the look generally. Okay, that is put wrong - most tech priest have hoodies and staff. This guy have nothing... only knife. If it is knife...
Strongly recomend using Necrolyte model from here
During making of tech priest, be not afraid using ingame textures. There are enough textures that can be used in mechanical units, just look at General Franks models.
I meant thisIdk what you're talking about the upper part of the neckerchief being full of holes, again it's meant to be all techy and wirey.
Looks fine to me. It's not a cloth covering their lower face, it's a tech thing connected to their head by other tech thingsI meant this
No. I also added particles to the attack animation, which you can see in the 3D viewer.So this is just a bundle of skin?
Fair enough, still kind of a small edit, isn't it?No. I also added particles to the attack animation, which you can see in the 3D viewer.
So? It's a model edit, which means this isn't just a bunch of skins.Fair enough, still kind of a small edit, isn't it?
Sure.So? It's a model edit, which means this isn't just a bunch of skins.
Thank you.Sure.
I apologize assuming otherwise.
Extents calculated. Unnecessary keyframes not removed because they're the same ones as the vanilla Acolyte model I edited for this, and I don't know how to safely remove them.
You can use an optimizer like Model Optimizer and Converter v1.3.0 or War3 Model Tuner v1.4.2. Tick only optimizations related to keyframes.Extents calculated. Unnecessary keyframes not removed because they're the same ones as the vanilla Acolyte model I edited for this, and I don't know how to safely remove them.
I did what you said using MOP, ticked all the keyframe related boxes, and the model checker still says it's got useless keyframes. Also the filesize has more than doubled.You can use an optimizer like Model Optimizer and Converter v1.3.0 or War3 Model Tuner v1.4.2. Tick only optimizations related to keyframes.
Or you can remove keyframes manually since htey are 28
Use this instead: MDLX OptimizerI did what you said using MOP, ticked all the keyframe related boxes, and the model checker still says it's got useless keyframes. Also the filesize has more than doubled.
Th model likely become bigger because MOP converted it to MDL. Convert it back to MDX. When i used MOP it removed the keyframes. MOP is working just fine. Also MOOP generates a copy of the mop with sfuffix _opt, but you likely plugged the same model in the sanity checker resultingf in unchanged errorsI did what you said using MOP, ticked all the keyframe related boxes, and the model checker still says it's got useless keyframes. Also the filesize has more than doubled.
So I think I used the MDLX optimiser, and the resulting model didn't have the unused keyframes but it gave me these warnings (see the screenshot) and it wouldn't open in Magos - but then I opened it in Retera's model studio, saved it, and it's fine? idk. Anyway it passes the sanity check now and works in game so I hope it doesn't have some hidden undetected glitch that'll crash the gameTh model likely become bigger because MOP converted it to MDL. Convert it back to MDX. When i used MOP it removed the keyframes. MOP is working just fine. Also MOOP generates a copy of the mop with sfuffix _opt, but you likely plugged the same model in the sanity checker resultingf in unchanged errors
Good job on optimizing the model. Regarding these warning from the screenshot, I suspect because all keyframes were unused so MOP removed them but didnt flip the rotation's state from animated to staticSo I think I used the MDLX optimiser, and the resulting model didn't have the unused keyframes but it gave me these warnings (see the screenshot) and it wouldn't open in Magos - but then I opened it in Retera's model studio, saved it, and it's fine? idk. Anyway it passes the sanity check now and works in game so I hope it doesn't have some hidden undetected glitch that'll crash the game

