1. Are you planning to upload your awesome model to Hive? Please review the rules here.
    Dismiss Notice
  2. Head to the 33rd Modeling Contest Poll and drink to your heart's desire.
    Dismiss Notice
  3. Choose your means of doom in the 17th Mini Mapping Contest Poll.
    Dismiss Notice
  4. A slave to two rhythms, the 22nd Terraining Contest is here.
    Dismiss Notice
  5. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  6. The die is cast - the 6th Melee Mapping Contest results have been announced. Onward to the Hive Cup!
    Dismiss Notice
  7. The glory of the 20th Icon Contest is yours for the taking!
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Reanimated Mannoroth WoW Rip

Submitted by FeelsGoodMan
This bundle is marked as approved. It works and satisfies the submission rules.
So since we have a new rips section I thought I should try my luck and upload a wow rip. Pls don't ban me.

This is not ripped by me, but I have deleted some unneeded geosets and removed useless animations.

Found at Goblin Academy posted by pineapple.

  • Added dissipate animations.
  • Removed Spell alternate.
  • Added collision shape, but not event objects. No idea how to do that.
  • Calculated extents.
  • Optimized it with the tool you linked but it didn't seem to remove any size. I am sure I did it incorrectly.
  • Added hero glow.
  • Added footprints, death sound, footstep sounds and blood splat on death.
Contents

Reanimated Mannoroth (Model)

Reviews
loktar
Alright, changes made, approved. Good job! As for the blood, it's better to have a couple of different event objects for the splats, each at different spots, and each with only one event track. A blood spawnmodel (SPNxDBPT in this case) is also nice...
  1. Spets523

    Spets523

    Joined:
    Apr 17, 2018
    Messages:
    1
    Resources:
    0
    Resources:
    0
    Very nice model thanks!:D
     
  2. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    There's a few issues that need to be fixed to get approved:
    -Please add a dissipate animation. There is a tutorial for this I believe, shouldn't be too hard.
    -Spell alternate isn't looped properly, make sure the last frame is the same as the first
    -Please add collision shapes, and event object for death sounds, footprints and blood splats (you can probably pretty much copy them from WC3's mannoroth/pit lord)
    -Recalculate extents with Magos

    Not required, but would be nice:
    -A portrait background
    -A version with some teamcolor
    -I optimized it with Model Optimizer and Converter v1.2.1 which reduced filesize by 1.48mb with no noticeable bugs

    Feel free to ask if you need any help.
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    15,306
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Then it would also need hero glow :D
     
  4. General Frank

    General Frank

    3D Modeling Moderator

    Joined:
    Nov 19, 2005
    Messages:
    5,713
    Resources:
    325
    Models:
    190
    Icons:
    126
    Packs:
    7
    Tutorials:
    2
    Resources:
    325
    Not necessarily. You can have dissipate animations and no hero glow.
     
  5. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    Yeah, and if not dissipate, there should be a decay animation, or the death animation should have the model disappear gracefully. Without any of that, it just pops out of existence once the death animation has played.
     
  6. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    15,306
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Right but then what stops you from asking decay animation. The point of heroes is to have dissipate and heroes have glow.

    Would be neat to have them both so you could choose what you'd use the model for.
     
  7. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    I suppose I could have asked for dissipate or decay, but dissipate just makes more sense. Of course both is always nice too.
    There are many heroes already on Hive without glow, and it's not required by the rules. It's pretty easy to add hero glow as an attachment anyway.
     
  8. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    15,306
    Resources:
    1
    Maps:
    1
    Resources:
    1
    True, only heroes have it on weapons too. For me, it's an easy model edit. For others, maybe not :D
     
  9. FeelsGoodMan

    FeelsGoodMan

    Joined:
    Dec 13, 2018
    Messages:
    1,550
    Resources:
    6
    Maps:
    3
    Template:
    1
    Ported Models:
    2
    Resources:
    6
    Oh well it doesn't matter either way, I have no idea how to do any of that. Might as well just put it in sub already :D
     
  10. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    Those are actually pretty easy and shouldn't take too much time (the looping animation might be more difficult, it depends), are you sure you don't want to give it a try?
    I'd be glad to help you out :) If you want I can make some short and simple tutorials for these so you can do similar things for your other ports.

    Edit: here's a quick tutorial: Dissipate | HIVE. If you decide to make these changes, I'll write some up for the rest as well :) Otherwise I'll just set this to Substandard ^^
     
    Last edited: Sep 8, 2020
  11. FeelsGoodMan

    FeelsGoodMan

    Joined:
    Dec 13, 2018
    Messages:
    1,550
    Resources:
    6
    Maps:
    3
    Template:
    1
    Ported Models:
    2
    Resources:
    6
    • Added dissipate animations.
    • Removed Spell alternate.
    • Added collision shape, but not event objects. No idea how to do that.
    • Calculated extents.
    • Optimized it with the tool you linked but it didn't seem to remove any size. I am sure I did it incorrectly.
     
  12. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    Awesome, nice work!
    If you're willing, I made a quick guide for the event objects (specifically for this model): Mannoroth Event Object | HIVE

    As for the optimization tool, did you get any errors messages or anything?
    Make sure the Optimize option is checked along with the default options in the Optimization tab.
    If you have a path in the second text box, it should be put there, otherwise it should be in the same folder as the original model.
    If the opt_ Suffix option is checked in the Output tab, the optimized model will have _opt at the end of the filename.

    Anyway, no biggie if you can't optimize it.
     
  13. FeelsGoodMan

    FeelsGoodMan

    Joined:
    Dec 13, 2018
    Messages:
    1,550
    Resources:
    6
    Maps:
    3
    Template:
    1
    Ported Models:
    2
    Resources:
    6
    Added footprints, death sound, footstep sounds and blood splat on death. I'm not so sure how to properly do the blood splats so I only added them to the death animation.
     
  14. loktar

    loktar

    Model Reviewer

    Joined:
    Nov 2, 2004
    Messages:
    1,473
    Resources:
    47
    Models:
    20
    Icons:
    20
    Packs:
    1
    Tools:
    3
    Spells:
    2
    Tutorials:
    1
    Resources:
    47
    Alright, changes made, approved. Good job!

    As for the blood, it's better to have a couple of different event objects for the splats, each at different spots, and each with only one event track.
    A blood spawnmodel (SPNxDBPT in this case) is also nice to have, that's the 3D spurt of blood (the splats are just the textures on the ground).

    But this is good enough, so I'll leave it up to you whether or not to improve that a little bit.