• Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!

Swordsman

The male player character model from Blades 'n Gore II.


  • Uses only in-game textures
  • File size: 127 kb
  • Has a ton of custom animations

    • Several attack animations
      • Attack - a cutting attack
      • Attack Second - a lunge
      • Attack Slam - a critical attack
      • Attack Third - a wide attack (3 variations)
      • Attack Walk Stand Spin - bladestorm
    • Spell Slam - a kick animation (3 variations)
    • Spell Throw - a throw animation
    • Spell Upgrade - a drink animation
    • Defend animation
      • Defend Second - being hit while defending
    • Throw Lumber - tumble animation
    • Throw Gold - stagger animation
    • Throw - a punch animation
    • Walk animations
      • Walk - running animation
      • Walk Alternate - walking animation
      • Walk Hit - limping animation
        • Note: Expected to be used with 40-60% movement speed reduction
        • That is why it looks very fast in viewer
    • and a bunch more...
  • Has teamcolor
    • Applied through modulation layer so it may be slightly purpleish for some players
  • Supports attachments:
    • Can wear any blademaster-compatible chest armor.
    • The model is weaponless, you can attach a weapon of your choice to "right hand".
      • The sword from preview image is here.

Female version: here.

Keywords:
Swordsman, Male, Weaponless, Blades 'n Gore II, bng, bng_unit, bng_units
Contents

Swordsman (Model)

Reviews
14:55, 8th Mar 2013 Kwaliti: Extremely useful and well done, not to mention the file size!

Moderator

M

Moderator

14:55, 8th Mar 2013
Kwaliti: Extremely useful and well done, not to mention the file size!
 
Level 1
Joined
May 22, 2010
Messages
3
how to make this units attacks with the other attack animation?

btw cool model and I've played BnG 2 too XD

+rep
 
how to make this units attacks with the other attack animation?

You can use the other animations in several ways:
  • Add animation tag to the unit
    • For example if you add "Third" animation tag to the unit, it will use the wide slashes as default attacks.
    • Note that this will make the unit stop using its actual default attack animation.
  • Play animation with triggers
    • Just use a trigger to play the "Attack Second" or "Attack Third" animations when needed.
  • Use abilities with the animations
    • Many abilties play the spell animation upon casting.
    • This can often be changed to an attack animation in the object editor at "Art - Animation Names" data field for the ability. Just set that field to "Attack Second" or "Attack Third".
  • Or simply rename the animations
    • Open the model in magos model editor and remove the "Second" and "Third" from the attack animation names.
    • Can be done from the "sequence manager" window.
    • This will cause the unit to use a random attack animations for every attack, but you'll lose the capability to control the attack animation type with the other methods mentioned above.
 
Level 1
Joined
May 22, 2010
Messages
3
whoa I get lost now I already edited some of the animation names from the Sequence manager in the model editor but the name still appears with the same name before I changed it when I check the animations in the world editor is this what should really happen when i did this? and where can i add the animation tag? (first option)
 
whoa I get lost now I already edited some of the animation names from the Sequence manager in the model editor but the name still appears with the same name before I changed it when I check the animations in the world editor is this what should really happen when i did this?
You may need to save the map and restart world editor before it will display the new model.

and where can i add the animation tag? (first option)
  • Select the unit in object editor and add the tag in "Art - Required Animation Names"
OR​
  • Use the trigger action "Animation - Add/Remove Unit Animation Tag"
 
Level 7
Joined
Apr 26, 2015
Messages
125
Thank you so much for making this epic model! I absolutely love the animations and found them super useful for cinematics in my recent Rpg... Also love the female version too! :)
I just wish the portrait was a little closer.
 
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