(5 ratings)
Paths are wrong and might cause errors for some people.
I was waiting for this model.
Is there possibility you will make futuristic/space version later?
LeadbelchersWhile "tech-wielding Ogres" is always gonna be a stretch for me personally, I appreciate that you reasonably justified it, and as always I'm heckin' glad to see more SD resources. Looks great!
(also absolutely uncanny timing; I was just discussing a custom Ogre faction on the Factioneers Discord :O)
Leadbelchers were actually my inspiration for this model
I guess I could make another version that is more pirate-y, with a red bandana and a ship cannon. It would fit a redsail buccaneer theme (or any other wow pirate band) while still being usable as an ogre model.
Ogryn I'm ignoring because WH40K. ; )
That sounds pretty sick, man. I think that'd be pretty awexome.Leadbelchers were actually my inspiration for this model
I guess I could make another version that is more pirate-y, with a red bandana and a ship cannon. It would fit a redsail buccaneer theme (or any other wow pirate band) while still being usable as an ogre model.
The pirate one is looking amazing so far, but why is its filesize soooo much bigger than the cannoneer? D:
Yeah, I solved the issue. Since I'm a reforged modeller, I had set mipmap count to 10 instead of 1 in blplab. My bad, the unit is already fixed.
Oops, didn't notice that. Model is updatedThe portraits are model version 1000 while the main models are version 800. Please make sure they're the same version.
Oh, I thought it was only an issue with the pirate. My bad.Thanks for the update, but you forgot to fix the cannoner portrait
You mean keyframes without animations? The model is 10 years old, so I may have forgot to optimize it then. Ty for the heads up, I'll update both models rn.BTW, the models have a lot of unused animation tracks, you could probably reduce the filesize significantly by removing them.
Yeah, keyframes which aren't in any sequence, so 100% useless. It's not a problem aside from bloating file size though.You mean keyframes without animations?
Yeah, I just thought I deleted them years ago. It's a 3 minute edit after all. Models are updatedYeah, keyframes which aren't in any sequence, so 100% useless. It's not a problem aside from bloating file size though.
Hmm, there is a weird bug with the pirate:
View attachment 369887
Not sure what could cause it. Only things I can think of to try is recalculating extents, or maybe try removing geoset animation info from bones.
I noticed there is a bone_null which I've seen appear in the past due to some bug corrupting the model, but I don't remember which editor caused it or what exactly happened. That may have something to do with it.
edit: I see the model bounds radius is -99, maybe that has something to do with it?
It did work before, though (I'm just stupid because I overwrote the original save file ) so I'm not really sure where the problem lies. When I do a sanity check of the texture, it says that it has fake mipmaps -but it shouldn't have mipmaps as it's a .blp file, and the .tga file had no mipmaps either.Hmm, very weird. Yeah model editors and hive viewer display it correctly, it's only in the editor that it bugs out (didn't test ingame). Maybe the texture's alpha channel is messed up somehow?
I converted the texture to .tga, opened it in GIMP and exported it, then saved it again as BLP with BLP lab, and now it seems to work fine. It's much larger now though, because I saved it with 10 mipmaps and it has no fake ones.
Not sure if exporting with GIMP actually did anything, maybe it was just converting it with BLP lab that did the trick.
Damnit, I've made the same mistake again. It does cause bugs with versions before 1.27 (dunno the exact patch that solved that issue). Since reforged models always use forward slashes, I've made the same mistake twice.Original and useful model, approved.
One small thing you might want to fix, although it doesn't cause problems ingame: the cannoner portrait has a texture path with forward slashes ("/"), but it should have backward slashes ("\").