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Privateer

A heavily modified version of my original Pirate model.
Made on request, just uploaded because it came out okay.
Hope you enjoy it, Please don't modify or distribute.

Keywords:
Privateer, Pirate, Navy, Naval, Boat, Sailing, Pis
Contents

Privateer (Model)

Reviews
Werewulf: Looks great, very different when observed ingame and unique. Functions well ingame and useful, approved.

Moderator

M

Moderator

Werewulf: Looks great, very different when observed ingame and unique. Functions well ingame and useful, approved.
 
it would look mor pirat-ish if you made the sword look like a scimater and then add a skull, chain or a ring to it.
then again, its with a thrusting animation so i guess long pointy sword works fine too.
and maybe you could add a ear with a earing to it
and with the shooting animation, i think it would emphasis the firepower and the blast of the gun if you have added a recoil in the animation.
that having been said, i think this model is pretty cool. and he's got that pirate-looking face to him. i like the way you made the pandarene texture into him. it suits him really well
 
Level 1
Joined
Jan 8, 2008
Messages
4
Thank you again for making this for me. Great job. 5/5 (Just tested it, looks great in game and works perfect.)
 
Last edited:
Level 1
Joined
Nov 1, 2007
Messages
438
Very nice, but just one thing, aren't privateers a bit more Country-Sided? So if this is what I believe it is (Elizabethan Privateer) you could have a rapier and possibly a few little cosmetic stuffs.

But aniways, this still gets a 5/5!
 
Level 8
Joined
Jan 11, 2008
Messages
164
The thing is, you could use a different skin. Preferably one containing the texture of the sword and both the front and back of the dress. Also, since you need a separate, unjoined back to avoid the horrible skin warping, I suggest you export the model as MDL, get hold of oinkerwinkle's vertex editor, and clone the part of the back. Since it will not be joined to the actual body, you could scale it, UV Map it, and shove the ends of the larger back somewhere in the model in the sides of the model. For the sword, there is one basic, but basic, reason - There is no hilt.
 
Level 22
Joined
Oct 27, 2004
Messages
914
The thing is, you could use a different skin. Preferably one containing the texture of the sword and both the front and back of the dress. Also, since you need a separate, unjoined back to avoid the horrible skin warping, I suggest you export the model as MDL, get hold of oinkerwinkle's vertex editor, and clone the part of the back. Since it will not be joined to the actual body, you could scale it, UV Map it, and shove the ends of the larger back somewhere in the model in the sides of the model. For the sword, there is one basic, but basic, reason - There is no hilt.

What horrible skin mapping on the back? And have you even tried cloning vertexes? Cloning vertexes also clones the vertex control groups, and will garble his animations if done wrong. I Mirrored the UV map by hand, vertex by vertex, for a reason, and that's because Symetrical, mirrored coats are sexy.
=P
Thanks for the Criticism though, I'll take it to heart.
Keep the comments coming, guys!
 
Level 8
Joined
Jan 11, 2008
Messages
164
I had tried my wish with a blood priest's back and it didn't do anything to the animation. The only thing is after an urgent format, the file was lost. And mirrored backs, etc.. were what I had always hated in WC3. In any case, I think you at least agree to the hilt suggestion. It was a bad one from blizzard, what sort of warrior would hold his blade by the sharp edges? And since you obviously do not wish to edit your model, I think I should ask for your permission (Very Important Permission) for editing your model. I will still give you credit for the model when I use it in my maps and will not upload the model separately.
 
Level 5
Joined
Jul 25, 2008
Messages
155
The sword is outside his hands some times.. But 5/5 anyways, he looks a bit pirate:ish :9 Gonna use him as a pirate, yarr
 
Level 3
Joined
Aug 8, 2008
Messages
31
y0-h0!

I downloaded this model. Works great. And I decided to put this model in my (O)RPG as the Main Pirate.

I write those names who "helped" me with their triggers/models to make that amazing map.

erm... progress:
Terrain: 4%
Quest: 0%
Trigger: 0%
Other: 1%

:S:S
 
Level 6
Joined
May 1, 2009
Messages
215
Here's how I'm using this unit currently:

Scurvy Knave

Attack 1
Debris,Structure,Item
Melee
Normal
4-10 damage (2.0 attack speed)
Attack 2
Ground,Air
Ranged (550)
Piercing
8-12 damage (1.9 attack speed)
Rifleman Projectile (set to 'instant' projectile type)

Ability 1: Musket Shots
Using bash as a base, I give it a 100% chance to occur, with 5 bonus damage and 0 second stun, because the gun attack on this model is attack slam, this works out beautifully as bash will only trigger on organic ground/air units, meaning this unit has a ranged attack except against buildings
Ability 2: Loot
(pillage base, obviously) Gives resources when attacking buildings

This gives the unit some utility against buildings (resource gain) and a good attack (8-12 damage +5 guaranteed damage versus anything). Not bad for a weak bandit-type unit I'd been trying to come up with. It's a fun idea too.

Great model (only thing lacking is the skin), I wish more had special 'attack,slam' animations.
 
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