Nathrezim - Dreadknight

This bundle is marked as approved. It works and satisfies the submission rules.
Nathrezim.
No other demon race is so associated with infiltration and espionage as this one.
The Dread Lords, who are the highest rank in the society of the Thal'kituun, as they call themselves, are masters at this.
But not everyone follows the same path.
There are some in the Nathrezim society who prefer the more direct, military route.
These individuals sooner or later join the order of the Dread
knights.
These Dreadknights are still masters of manipulative magic, but they prefer to use it to influence a raging battle rather than forging any intrigue.
They are at the front instead of somewhere unseen in the shadows.

Even if you should ever meet a Dreadknight without armor, you can recognize him by the mark which that Initiation ritual brings:
Their natural horns are broken off and replaced by ones made of demonic steel.

Only then is a Nathrezim allowed to call himself a Dreadknight.


Edit, July 2nd:
The requested changes have been made, texture and geosets have been revised, "Demonspell" scaled down.
Thanks Moonman
Previews
Contents

Dreadknight (Model)

Dreadknight_Icon (Icon)

Dreadknight_Portrait (Model)

Reviews
Moonman
Approved, user has addressed the visibility issue of geosets and improved textures, which was optional. [/SPOILER]
Level 17
Joined
Jul 26, 2015
Messages
104
I really like this and I would love to find a way to use it down the line (A LOT DOWN THE LINE), in Re-Reforged. Anyway, which model is it based on? Which facial animations or cinematic animations does he have?
It would be my honor to maybe see him in your campaigns. Perhaps as an background actor in the interludes with the Legion. Maybe at the briefing of Tichondrius with Mephistroth and Anetheron?
The model is based on Mal'Ganis, but I have reduced his cinematic animations to the more casual "Cinematic Stand" and "Cinematic Walk One".
Unfortunately, this shot up its ability to talk in-game. Portrait yes, ingame nope.

Really nice mix of WoW designs from Argus and Reforged artstyle.
Thank you.
My plan was to make a generic Nathrezim hero for the Legion that doesn't look the same as the other Dreadlords in the game.
(In case someone wants to add a playable Burning Legion to the game or something.)

He looks like he wants to tell everyone. "I am a supervillain, I am Armorion!" De ha ha ha ha))
"HAHAHA! I'M SO EVIL! GNAHAHAHA!" xD
 

InsaneMonster

Hosted Project: W3RR
Level 18
Joined
Jul 20, 2011
Messages
260
It would be my honor to maybe see him in your campaigns. Perhaps as an background actor in the interludes with the Legion. Maybe at the briefing of Tichondrius with Mephistroth and Anetheron?
The model is based on Mal'Ganis, but I have reduced his cinematic animations to the more casual "Cinematic Stand" and "Cinematic Walk One".
Unfortunately, this shot up its ability to talk in-game. Portrait yes, ingame nope.

Nah that's not possible. You probably accidentally remove the facefx node from the ingame model (but not the portrait one), otherwise it would talk, no matter the animations available.
Why did you remove the other animations, btw?
 
Level 17
Joined
Jul 26, 2015
Messages
104
Nah that's not possible. You probably accidentally remove the facefx node from the ingame model (but not the portrait one), otherwise it would talk, no matter the animations available.
Why did you remove the other animations, btw?
Nah? Facefx node? Do you mean in the .mdl file? I haven't touched it.
I often had problems when I played around with the animation sets of the units that the in-game face animation no longer worked.
Then what could it be?

Honest answer? Idleness.
I saw the amount of animations that Mal'Ganis had as unnecessary at the time and had no desire to adapt the new nodes and geosets to ALL animations in the .mdl file.
But I can also get back to it and revise it if you want it...
 

InsaneMonster

Hosted Project: W3RR
Level 18
Joined
Jul 20, 2011
Messages
260
Nah? Facefx node? Do you mean in the .mdl file? I haven't touched it.
I often had problems when I played around with the animation sets of the units that the in-game face animation no longer worked.
Then what could it be?

Honest answer? Idleness.
I saw the amount of animations that Mal'Ganis had as unnecessary at the time and had no desire to adapt the new nodes and geosets to ALL animations in the .mdl file.
But I can also get back to it and revise it if you want it...

No, don't worry, you don't need to change anything.
For what concerns facial animations, AFAIK they work independently of the model animation. So long there is a facefx node, they are played, whatever the current model animation is (sometimes to weird result, especially if the game model is opening its mounth in the animation xD)
 
Level 2
Joined
Sep 21, 2020
Messages
19
This Nathrezim looks cool. But I think you can give him a weapon and it will look very different and more in line with the style of Dread Knight, rather than like Dread Lord.
 
Approved, user has addressed the visibility issue of geosets and improved textures, which was optional.

Right away this strikes as a very cool looking Burning Legion character. New armor and it's coloring, as well as the addition of popcornFX fit the theme very well, making this model unique and useful.

For approval you need to improve the following:
  • Some geosets have a different death animation visibility compared to the rest of the model, making them stick out too much (mostly horns). Check for materials visibility in MDL, if those have same visibility settings then make sure same goes for GeosetAnim (ctrl F for it in the MDL, somewhere deep down the bottom of the list) for all geoset
Optional improvement:
  • The normal maps are saved in wrong format (BC5 in gimp or ATI2 (3dc) with medium sharpening in Photoshop). You have also altered the whole normal map making it look quite far from Reforged original instead of focusing on the section you were aiming to alter. I will send you those texture and you can decide how to proceed.
  • DemonSpell popcornFX comes from Varimathras, who's model is quite a bit larger than the base of yours. You could reduce the size of that FX in MDL like this:


Code:
}
}
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    ObjectId 135,
    Parent 12,    // "bone_hand_left"
    static LifeSpan 1,
    EmissionRate 28 {
        Linear,
        300: 0,
        2400: 0,
        2700: 0,
        4200: 0,
        4500: 0,
        9000: 0,
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        11967: 0,
        12267: 1,
        14100: 1,
        14400: 0,
        15400: 0,
        15700: 1,
        17533: 1,
        17833: 0,
        20166: 0,
        20466: 0,
        23799: 0,
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        29866: 0,
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    }
    static Speed 1,
    Visibility 28 {
        DontInterp,
        300: 0,
        2400: 0,
        2700: 0,
        4200: 0,
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        9000: 0,
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    }
    static Alpha 1,
    Path "SharedFX/DemonSpell/DemonSpell.pkfx",
    AnimVisibilityGuide "Always=off, Spell Slam=on, Spell 1=on",
    Rotation 28 {
        Linear,
        300: { -0.57817215, -0.21122904, 0.027568307, 0.7876162 },
        2400: { -0.57817215, -0.21122904, 0.027568307, 0.7876162 },
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    }
    Scaling 24 {
        Linear,
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        26599: { 0.7, 0.7, 0.7 },
        26899: { 0.7, 0.7, 0.7 },
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        31599: { 0.7, 0.7, 0.7 },
        37499: { 0.7, 0.7, 0.7 },
    }
}
}
 
Last edited:
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