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What's the difference between Model and Skin?

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a skin is like the name says something on the unit which is already in the game (for example a nightelves' archer gets a human archer with a skin...so you can have either the nightelves' one or the human one).

a model is a complete unit means you can have it beside the normal units ingame (to use the same example with a model you could have a nightelves' archer and a human archer in your map).

hope that was understandable ;D
 
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Diffrence Model<->Skin

Well i would say the Model is the Object itself,
like a unit model have arms body head and legs....
The models in warcraft 3 are files like .mdx, .mdl

and the skin is just a picture which is wrapped arround this object to define the colors of it ;)
These are the .Blp files in Warcraft
Raegar
 
Textures are applied to a model. They are not the model itself. So if you import a texture (also known as a "skin") over the path of Arthas, it will overwrite the current texture of Arthas. Therefore, you won't have the other one available.

Check this out for more information if you want one model to use different skins:
http://www.hiveworkshop.com/forums/...-282/how-make-one-model-use-many-skins-11119/

As for your question of whether the sections should be split, yes they should be. Textures are .BLP files (images) that apply to a model. A model is made up of polygons that form meshes. They are not the same thing. :)

EDIT: whoa lots of posts within last 3 minutes. :p
 
Well i would say the Model is the Object itself,
like a unit model have arms body head and legs....
The models in warcraft 3 are files like .mdx, .mdl

and the skin is just a picture which is wrapped arround this object to define the colors of it ;)
These are the .Blp files in Warcraft
Raegar


So besides the fact that you can't use skin + the normal unit in the same map, since it revert it, does it mean that skins are mostlikely have MUCH LESS memory use?
 
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does it mean that skins are mostlikely have MUCH LESS memory use?

Define memory use.

If you mean memory use as in allocated space: no, the object is allocated to the memory regardless of what skin or model it has.
This doesn't increase or decrease in this case (I assume, I could be wrong here though).

If you mean memory as in size: a model file is usually bigger then a texture file when imported but this doesn't nessecarely have to be true. There can be huge file sized textures as well as models.
It depends on how much polygons you use for the model or dimension you use for the texture when creating it.

So besides the fact that you can't use skin + the normal unit in the same map, since it revert it,
Where did you get this information from and could you explain in a bit more detail what you are trying to say here?
 
Define memory use.

If you mean memory use as in allocated space: no, the object is allocated to the memory regardless of what skin or model it has.
This doesn't increase or decrease in this case (I assume, I could be wrong here though).

If you mean memory as in size: a model file is usually bigger then a texture file when imported but this doesn't nessecarely have to be true. There can be huge file sized textures as well as models.
It depends on how much polygons you use for the model or dimension you use for the texture when creating it.


Where did you get this information from and could you explain in a bit more detail what you are trying to say here?

as claptomanic explained
 
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in general a skin uses less kb than a model but it depends on the skin/model itself ;D some skins are bigger than a model but in general a skin uses less kb.

and yes i just mentioned about the difference not about the size ^^
 
in general a skin uses less kb than a model but it depends on the skin/model itself ;D some skins are bigger than a model but in general a skin uses less kb.

and yes i just mentioned about the difference not about the size ^^

Ok I get it, in short, don't get anything from the Model area if you can find something somewhat like it in SKIN, since it has much smaller size. Thanks!.
(solved)
 
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Ok I get it, in short, don't get anything from the Model area if you can find something somewhat like it in SKIN, since it has much smaller size. Thanks!.
(solved)

You do realise a skin is completely different from a model...?
To put it simple: a model is the shape of a unit and a skin is the appearance of a unit.
 
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he means if you wanna change anything related to the shape (like removeing the sword of the swordmaster) you have to use a model because a skin just changes the look of the model and not the model itself.
 
he means if you wanna change anything related to the shape (like removeing the sword of the swordmaster) you have to use a model because a skin just changes the look of the model and not the model itself.

What's wrong with blademaster who jumps with invisable blade?
Or do you mean that you cant remove a sword, but only change it's color so that skin = original model with new colors, but not new animations nor removal of parts?
 
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I do realize that, so if u got a blademaster and you want blademaster who dont have a sword, you should have it as skin, not model.

This is false.

The ture sentence would be:
If u got a blademaster and you want blademaster who dont have a visible sword, you should have it as skin, not model.


If you will do it as you say, Orb of Fire will be still attached to sword that is invisible. If you will change model, it would be no orb (or attached to hand)
 
Model are vertex, or WIP
WIP means "work in progress".
It has nothing to do with the differences between models and skins.

Ok I get it, in short, don't get anything from the Model area if you can find something somewhat like it in SKIN, since it has much smaller size. Thanks!.
(solved)
This depends entirely on the model in question.
A model with simple animations can be smaller than its texture.

the sword of blademaster is part of the model which cannot be removed by just re-texturing the skin.
Wrong.
You can just alpha out the sword in the texture.
 
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WIP means "work in progress".
It has nothing to do with the differences between models and skins.


This depends entirely on the model in question.
A model with simple animations can be smaller than its texture.


Wrong.
You can just alpha out the sword in the texture.

Kitabatake is correct.

An alpha is basically the transparancy of a image file.
If the alpha is 255 this means that the image is non transparent.
If the alpha is 0 the image is transparent.
Look at the number 255, it's the same amount being used for RGB (Red, Green, Blue) values. Hence you see RGBA every now and then in image editing applications.
This works for any image file extension that supports alpha information (RGBA). BLP is one of those many file extensions. So is PNG and GIF.
Setting alpha values is commonly supported by many image editing applications such as: Photoshop (payed), Gimp (free), Paint.NET (free) and many others. (No, windows paint doesn't support alpha's unfortunately ;P)

Remember that alpha values can be changed on the canvas of your image allowing you to "alpha out" specific parts of the image.

Now for those who didn't know about alpha's: Imagine the possibility's if any blp can have an alpha value.

Some examples: transparent multiboards, textures, tiles, you name it.
(I advice people to look through the warcraft MPQ's using an MPQ editor to find interesting paths for blp files they can import to)

Here is a MPQ editor
(MPQ's can be found in your installation folder of warcraft III, they are named: war3.mpq and war3x.mpq where x contains the data used for the frozen throne.
The path to import to is the folder hierarchy of the MPQ. Have fun exploring...)

Can't view the extracted resources from the MPQ? Try http://www.hiveworkshop.com/forums/tools-560/warcraft-iii-viewer-62878/ (Also useful for when you want to convert files to BLP format)
 
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