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Paladin's Temple NUMBER 2

The remake of an old succesfull model of mine.

UPDATED: Less particles, better effect, and more paladinish.

UPDATED: Even better particles on the death anim.

UPDATED ANOTHER FREAKING TIME: Less particles on birth.

Keywords:
pala, pola, paladin, temple, paula, paline
Contents

Paladin's Temple NUMBER 2 (Model)

Reviews
17:01, 30th Jun 2009 BlinkBoy: Add some fire particles at death and this beuty get's approval. in 3dsmax create a new Particle Emitter 2, set a cloud8x8fire texture, and set it's visibility on death. Turn on the flag "Squirt" and set emission...
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17:01, 30th Jun 2009
BlinkBoy: Add some fire particles at death and this beuty get's approval.

in 3dsmax create a new Particle Emitter 2, set a cloud8x8fire texture, and set it's visibility on death. Turn on the flag "Squirt" and set emission rate to 0 by default. Afterwards go to the Curve Editor and Animate the Emission Rate to stay 0 until the explosion time(some time inside the death anim), for this set a very high value like 250/300 and after a few frames make it back to 0 and then add the ending to be 0.

Example of Emission timingin a 50-100 Death Interval:
50: 0
60:0
70:300
80:0
100:0

I would suggest to add some extra emitters like a small leaving fire or rocks going all out. However these aren't necessary for approval, just for the act of improving.

(Oh and a tip: save the fire particles in a sepparate scene so you can merge them to your future scenes)


2nd Jul 2009
Pyritie: Lower the particle count on those birth particles!

BlinkBoy: 152 parts is far enough. I wouldn't like to go against your opinion, but this should be approved after changes.
 
Level 26
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holy fuck mr.bob you sure do crank out the models fast. this castle is friggin epic.

but i dont think that you need 150 PARTICLES for 5 blue lights to show. that is a little excessive. and also, for the UV wrap, the windows you have around the castle, are cut off at the top. otherwise awesome epic model dude
 
This is truly epic. But can't you just use billboarded planes for the glows? And if it's a Paladin Temple, why does it glow blue? Wouldn't it be all yellow and holy?
And also, during the decay, the tower sink down, but they're already underground, so you can't even see them, but the main building stays in the same spot. Shouldn't it sink down....so, you know...it goes away? Anyway, it looks freakin awesome
 
Level 31
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holy fuck mr.bob you sure do crank out the models fast. this castle is friggin epic.

but i dont think that you need 150 PARTICLES for 5 blue lights to show. that is a little excessive. and also, for the UV wrap, the windows you have around the castle, are cut off at the top. otherwise awesome epic model dude

Check again. It uses 50 particles. XD The emission rate for each is ten. Not sure what you mean though. Are you talking about the particles viewed at any given moment?

This is truly epic. But can't you just use billboarded planes for the glows? And if it's a Paladin Temple, why does it glow blue? Wouldn't it be all yellow and holy?
And also, during the decay, the tower sink down, but they're already underground, so you can't even see them, but the main building stays in the same spot. Shouldn't it sink down....so, you know...it goes away? Anyway, it looks freakin awesome

Since you guys seem really concerned about the particle count, I'll lower it. And I'll make it yellow.

About the decay, the towers sink, (like a normal demolition) and then the upper portion stays slightly angled during decay. Now, lets think for a second, in a normal demolition, the whole building falls vertically yet slightly angled as if it was sinking. (The twin towers for instance.) But, the rubble stays still. It shouldn't sink should it? I may be wrong...The rubble of the twin towers might be sinking.. I don't know.

I'll fix the particles, but I think the decay is fine. XD Thanks guys.
 
Level 26
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ok ya, thanks mr.bob for bringing up the twin towers :/.... not cool,

anyway, ya, normal buildings dont sink into the ground, but since this is wc3, and as such, DOES NOT HAVE NORMAL BUILDINGS, they need to sink into the ground so they can disappear properly ingame. You need to make your buildings more versatile. Ya i realize that you dont want to make it "cartoony and wc3-ish" but this site is to mod WC3. and if it doesnt fit in with the wc3 style, then what is the point of someone using it in a map?
 
Level 31
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Feb 23, 2008
Messages
1,711
ok ya, thanks mr.bob for bringing up the twin towers :/.... not cool,

anyway, ya, normal buildings dont sink into the ground, but since this is wc3, and as such, DOES NOT HAVE NORMAL BUILDINGS, they need to sink into the ground so they can disappear properly ingame. You need to make your buildings more versatile. Ya i realize that you dont want to make it "cartoony and wc3-ish" but this site is to mod WC3. and if it doesnt fit in with the wc3 style, then what is the point of someone using it in a map?

True buildings do not actually sink into the ground. They collapse inward though. In reality, buildings do not explode unless a lot of gunpower etc is packed inside. In hollywood, yes, in reality, no.

My buildings are as versatile as I want them. Not to sound rude, but frankly, I hate Wc3 graphics. Period. I will continue to make my buildings like I see fit. If that means sacrificing a few downloads, that is ok.

Remember, no matter the engine, if you have control of the lighting, you can manipulate it to whatever style of game you want. If people only make crappy WC3 style models, there will never be a new looking mod for WC3.

I hope that didn't sound offensive to you.. D: I have a tendency to put things rather plainly. : )
 
Level 12
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Jan 16, 2008
Messages
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Just when I was needinf a massive fortress, should add walls on the outer edge of the model, with a small gate in the middle in front. With of course towers in the corners >.> Then it will just be a epic castle
 
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