| 09-09-2006, 11:52 PM | #1 |
Hi I am not a newbie when it comes to modelling and modding certain games, but unfortunately that is not the case for warcraft 3, I would like to know what are the animation sets for this game, stand2, idle1, etc. Also what is the fps set I should use, I think ive heard it is something like 90, but I am not so sure. I ask this because I want to add my own model in game, oh yea, is it possible to add a whole new model with a new skeleton in game, or do I have to use an already existing skeleton? Thanks in advance *EDIT* I almost forgot to ask, what is the average polygon count for a hero model? |
| 09-10-2006, 09:08 AM | #2 | ||||
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| 09-10-2006, 09:58 AM | #3 |
Thanks, that clears many of my doubts, specially the last one =P. What I meant by what is the fps setting I should use is, how many frames per second the game uses for animation. |
| 09-10-2006, 10:11 AM | #4 |
the Art tools recommend 30. But you can get away with 20 if you want to be small and still have perfectly fine animations, at the distance you see them in-game, 20 FPS still looks perfect. |
| 09-10-2006, 10:29 AM | #5 |
Oh right, yes 30 is the one I always work with. I thought you meant something like First Person Shooter or something :P |
| 09-11-2006, 11:22 AM | #6 |
If you are going to give your model some fast movements, probably 30 fps is the best settings. Most animations in wc3 are rarely above one second anyway. |
| 09-11-2006, 12:27 PM | #7 |
u can use any fps u want, I was using 300 and 960 seems to work too. And yes u can add a whole new model with awhole new skeleton, u can use fkinematics too(theres an script in the modeling forum but its just a little tricky) |
| 09-12-2006, 08:23 PM | #8 |
Ah thanks for the info, it should come in handy =] I have another doubt that is no longer related to animating, is there some way to disable backface culling for certain models on wc3? if it is possible, please tell me how. Thanks.- |
| 09-12-2006, 08:59 PM | #9 |
just check "double sided" in the material editor for the material applied to your mesh. (assuming that you use 3ds max) |
| 09-21-2006, 09:12 PM | #10 |
Thanks =] Does the number of frames lower performance if they are too high? does the number of keys used also lower performance? I feel it would be a waste of forum space if I make a different thread for my model, so if nobody minds, I will post the WIP pictures here. ![]() - ![]() Any comments or suggestions are appreciated. BTW, if it looks familiar, its because I modelled it to resemble a character from Star Wars: Knights of the Old Republic 2. If it wasnt obvious, this model is for WCFT. |
| 09-21-2006, 10:28 PM | #11 |
the number of frames and number of keys don't influence performance, only file size afaik. |
| 09-22-2006, 04:51 PM | #12 | |
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I don't get who is it, actually. ![]() |
| 09-22-2006, 07:29 PM | #13 |
It is not any particular character, but a generic Sith Lord you fight usually at Trayus Academy, they were some kind of helmet, but since I do not like that helmet, I replaced that with what you see on the pics. It is not supposed to be a Jedi/Sith character tho, it does uses a lightsaber as weapon or at least that is what I want =p (despite the fact I still dont know how to apply the glowing effect like your Twilek Jedi has) BTW, I am not really aiming for a WC3 model style, at least not much. |
| 09-24-2006, 06:15 PM | #14 | |
Well, it looks very good as far as I can see (a black backround for a dark character is not really the best tho >_> ). To be honest, other than for a sith, it could be used for a fantasy assassin as well, so you may consider to remove the weapon and make it a separate model to be attached ingame. Quote:
Do you mean the heroglow or the lightsabre? |
| 09-24-2006, 06:41 PM | #15 | ||||
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