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Spirit Guardians

From BG3.

It should attach to the Origin of your model (like an aura).

The radius is between 200 and 250, for AoE purposes.
I think you can scale the effect in WorldEdit, but if people are desperate I could just add ones with smaller or larger radi.

1/10/24
  • Linearised more bone animations for all models
  • Reduced polygons/triangles significantly, particularly on the heads.
  • Replaced ribbon emitters with static geometry for both Guardians models.
Previews
Contents

Necrotic Guardians (Model)

Radiant Guardians (Model)

Spook Missile (Model)

Reviews
ILH
ILH
A neat idea and execution of a spell effect. Works in-game. Approved! Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen...
A cool effect that has a lot of potential, IMO, like some other modelers can control its color, size, radius pretty easily. I like almost everything about this effect, its shape and colors, except that during 'Death' spirits stop moving (only fly around).

If you're unsure about the ribbon tails (if these are they) and how they work when the caster is being moved, then you can consider creating some particle emitters instead and tick 'Model Space' in them 👌
 
Level 30
Joined
Jun 4, 2023
Messages
419
A cool effect that has a lot of potential, IMO, like some other modelers can control its color, size, radius pretty easily. I like almost everything about this effect, its shape and colors, except that during 'Death' spirits stop moving (only fly around).

If you're unsure about the ribbon tails (if these are they) and how they work when the caster is being moved, then you can consider creating some particle emitters instead and tick 'Model Space' in them 👌
I blanket deleted 99% of the animation in Death because the file was becoming really large (nearly 600kb as a .mdl, which is more than most of my units :eekani:) and I reasoned the fade out was fast enough you normally wouldn't notice. Bit of a knee jerk reaction. Might have only saved ~10kb in the finalupload.
I didn't notice the lack of animation when testing it out, just like I didn't notice a bug in the bones until doing the holy version about a minute ago...


I'll definitely give that model space thing a try, maybe in the holy version, thanks!

ED: another option is replace the ribbon emitters with actual geometry. But yes, you knew exactly what I meant by the tails, and them looking a bit off when the parent model moves around 👍.
 
Last edited:
Level 30
Joined
Jun 4, 2023
Messages
419
Neat effect! I appreciate the two varieties (& the Missile). I'm a little worried about it being a bit too 'busy'/'noisy' for a usual Aura, but it's a useful sort of visual effect nonetheless.
The spell it's aping isn't an aura, its more an activatable/channeled aoe dps, like a spell Bladestorm, or Immolation with larger aoe.

Would be cool to have animation-tags One, Two, Three, Four that only shows that number of spirits.
That way, you can use it for various fun spells.

I can do that modification myself if you allow it :)
Is that a thing you could control in Worldedit? like using Alternate animations?
Would that then be like create a new sequence called "Stand Four" and then in object editor specify use the keyword "Four"? (or Fourth or w/e)

If you mean modding it for your own uses, do whatever you want with it :thumbs_up:
 
Is that a thing you could control in Worldedit? like using Alternate animations?
Would that then be like create a new sequence called "Stand Four" and then in object editor specify use the keyword "Four"? (or Fourth or w/e)

If you mean modding it for your own uses, do whatever you want with it :thumbs_up:
If it's a triggered spell-effect you can add tags to it (something like: "Animation - Add Tag"). For units you can also add tags (similar to morphs, human towers, or the various main buildings are done, something like: "Art - Animation Tag"). Can maybe do something with abilities too.

Yes, it'd be a name suffix to the Stand: First, Second, Third, Fourth, Fifth
Can also be "Gold, Lumber, Alternate, Defend" or other valid tags. (I don't remember all valid tags though)

Note. This is written from fast googleing and my memory
 
Level 30
Joined
Jun 4, 2023
Messages
419
Note. This is written from fast googleing and my memory
Okay, very interesting...

Btw, only tangentially related, but do you know the mechanism that lets some towers have elements which rotate to face their target? Like Cannon towers and Ancient Protectors? Actually, all rooted ancients show that behaviour, now that I think about it.

I get the impression it's hard-coded into the models themselves, like a keyword on a low level Helper node or something.
I want to flesh out that golem in the link with more uses and solutions in a week or 3 and if someone could impart that arcane wisdom it would surely save me some time.
 
Okay, very interesting...

Btw, only tangentially related, but do you know the mechanism that lets some towers have elements which rotate to face their target? Like Cannon towers and Ancient Protectors? Actually, all rooted ancients show that behaviour, now that I think about it.

I get the impression it's hard-coded into the models themselves, like a keyword on a low level Helper node or something.
I want to flesh out that golem in the link with more uses and solutions in a week or 3 and if someone could impart that arcane wisdom it would surely save me some time.
Now that I'm home from work and have access to stuff, it seems like anything under "Bone_Turret" bone (or helper, both seems to work) acts like the turret. Both Ancient Protector and Human Tower has that directly in the root of the model.
I have not experimented with this before though, so do a simple test to verify.
Hope this helps :)
 

ILH

ILH

Model Reviewer
Level 34
Joined
May 8, 2012
Messages
1,579
A neat idea and execution of a spell effect.
Works in-game. Approved!

Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen. But for this occasion I'll let it slide since it doesn't seem like a spammable spell.
 
Level 30
Joined
Jun 4, 2023
Messages
419
A neat idea and execution of a spell effect.
Works in-game. Approved!

Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen. But for this occasion I'll let it slide since it doesn't seem like a spammable spell.

Fair point. I trimmed a bit off the skellies, but was lazy with the angels. I want to change the angels a little anyway.
When I give them an overhaul I'll try to reduce those high density areas. I already deleted about half of the dress/scarf/robe geometry :(
 
Level 30
Joined
Jun 4, 2023
Messages
419
A neat idea and execution of a spell effect.
Works in-game. Approved!

Honestly I'd suggest you to use a low poly head for both spirits instead of using actual unit heads, since they tax a bit too much polies for something that can hardly be seen. But for this occasion I'll let it slide since it doesn't seem like a spammable spell.
Updated all models.

Reduced file size, simplified the faces and heads significantly.
 
Level 7
Joined
Apr 18, 2023
Messages
213
I can't run this model normally in the classic version (SD) editor. I checked its texture path and found that one of the textures references a dds format texture instead of a blp format texture. Maybe this is the problem. Can you solve it? It should be noted that these three models can all run normally in the HD version, but at the same time, they all cannot run normally in the SD version.
20241019144748.png
 
Level 30
Joined
Jun 4, 2023
Messages
419
Well done, brother! But unfortunately, you still missed one (Radiant_SGuards), haha.
Am I still allowed to blame @Retera for this*? :peasant-blushing:(there isn't a better blush emoji..)

In future I think I'll need to force myself to do a final check on this sort of thing, seeing as it keeps cropping up.

I'm mostly kidding. I dunno if it's been changed, but when I use "Copy path to clipboard" in the RMS asset browser, these .dds pathways are what it copies.
 
I mean I guess you can assign blame wherever you want. I am inclined to blame Patch 1.32 for changing the format of classic textures to be DDS yet also claiming to support 2002 game maps which use BLP, which means the official game becomes code spaghetti that reads both (so isnt changing the format on Classic graphics pretty pointless when it has to support both?).

And so now tools that want to match the game also have to be code spaghetti.
 
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