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Screenshots

Level 15
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Yeah, the texture is a little too bright, but it looks pretty good! One thing I think you could add though is stairs that lead up to the walls.
 
Level 11
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One thing I think you could add though is stairs that lead up to the walls.

Texture will be darkend and more texture variations will be added. Currently 50%+ of the texture is still empty, so there should be enough space for additional variations^^

Yes will be done soon, I just finished the first 90° cornermodel. And currently I'm thinking about the first towermodel. Than about a gate (with animations :) ) and than a kind of stairramp to allow units to climb up the wall.
 
Level 11
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I finished the models for the first series of towers. Cornertower, Watchtower, 3-way-crossing-tower(no idea how to call in english^^) next one will be the citygate. For now the hero and all other units can walk through the towers. I think that looks really cool^^
 

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Level 11
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Please tell me you're going to submit these models at hive... :eek:
Incredible, I need some models like these too! :eek:

After the game is finished there is no reason to not release a modelpack containing the used models. But before the game is out, I won't share thoses models with public. I hope you can understand that.
 
Level 11
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I'm experimenting with tilesets.

In the screen you can see the developmentprocess of a rocktile. Please give me feedback. The dirttile is custom too.
 

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Level 11
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Dynamic vegetation

To give you an example how to improve the 3rd and 1st person feeling in Darkwind RPG I uploaded this screenshot. You can see custom made grassdoodads. Those doodads are animated and move to give the enviroment a touch of life. I'm planning to create a lot of animated vegetationdoodads like bushes, trees and so on. Some data of the grassdoodad: 3kb of size + a 512*512 skin for better quality. Due to the fact, Darkwind RPG will be singleplayr, size doesn't matter :)
 

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Level 15
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To give you an example how to improve the 3rd and 1st person feeling in Darkwind RPG I uploaded this screenshot. You can see custom made grassdoodads. Those doodads are animated and move to give the enviroment a touch of life. I'm planning to create a lot of animated vegetationdoodads like bushes, trees and so on. Some data of the grassdoodad: 3kb of size + a 512*512 skin for better quality. Due to the fact, Darkwind RPG will be singleplayr, size doesn't matter :)
Awesome. Totally awesome.
 
Level 14
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To give you an example how to improve the 3rd and 1st person feeling in Darkwind RPG I uploaded this screenshot. You can see custom made grassdoodads. Those doodads are animated and move to give the enviroment a touch of life. I'm planning to create a lot of animated vegetationdoodads like bushes, trees and so on. Some data of the grassdoodad: 3kb of size + a 512*512 skin for better quality. Due to the fact, Darkwind RPG will be singleplayr, size doesn't matter :)

Awesome, is that a custom tileset also?
 
Level 11
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Awesome, is that a custom tileset also?

I'm working on the tilesets. In the pic there are 4 custom tilesets so far. And a lot will follow.

The difference to the standard wc3 tilessets is, that you won't look through the standard game camera. So the tiles have to look allright from every direction. Everything 3d will be realized by the use of detailed animated doodads(like the grass f.e.). We'll find out, how many 3d object the engine can display before starting to lagg. I really hope it can display at least 300 objects at a time.
 
Level 11
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Than it should be no problem, cause I think today most people have computers with better specifications(nothing against you, dude^^). The doodads will be as simple as possible without loss of quality.
 
Level 11
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So my computer is lame, isn't it? :smile:

Wasn't my intension to attack you^^ But I'm sure those who own a newer computer won't have lags or something like that. Me for example got a Intel(R) Core(TM)2 Quad CPU Q9400 @ 2.66GHz with a NVIDIA GeForce 9500 GT and 4 GB of RAM. The only thing that can trouble me is the WC3 engine itself.
 
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Two days ago I had an idea how the NPCs in Darkwind could look. So I sat down and started. The NPCs will have a lot of animations. The textures will be changable like the hero, so they can equip different clothes and armourpieces. Same for the hair and faces to make them more customizable.
 

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Level 14
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Well, I like it, I'm not just sure about the hair. Dunno what you can do to improve it though
 
Level 11
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Because the gear will show on them?

Yes, thats the reason why. The NPC's will be able to equip cloth, armour and weapons like the hero. That will allow me to create a large variation without needing an extra model fo every npc to make it look different. F.e. you'll find guards that wear the same type of armour, but still look slightly different to another, cause hairstyles/colours and faces varies.
 
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If we would use the standard WC3 view, I would agree, that those things won't be noticable. But due the fact that we use 3rd till 1st person view, you'll get close ups of the units and doodads around. So they have to be detailed.
 
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Long time no update. I was and still am very busy building the models needed for the maintown. On the picture you can see a small testmap where I build up some houses. The basements behind the doors are completly walkable. Stairs and ramps are still missing but will be added soon. The camera detects walls and other stuff that would block the line of sight and zooms in automatically. Allowing you to chose in which point of view you like to explore the world. The game won't look that empty as this screen does. Cause there will be many npcs and lots of stuff filling up the space between the houses.
 

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Level 2
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Looks epic, cant wait untill its done and the idea of making the armore able to be placed on units is awesome, so also can't wait untill after its done and you post some of the models from it so other people can use them. :grin:
 
Level 11
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Like I said those scene is more for testing purpose. That means, no lightsources or fog has been added yet. But in the real game there will be lights and such things. I've even planned to give most doodads a "rain"animation. That means when it rains water is dripping from the roofs and the tiles.
 
Level 15
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I've even planned to give most doodads a "rain"animation. That means when it rains water is dripping from the roofs and the tiles.
You have totally broken the limits of standard Warcraft III and you're map isn't even finished!. The only other map that was able to do this was "TcX".
 
Level 11
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I tested a global lightsource as sun to create realistic shadows. But the problem ist, that the gameworld will be a combination of normal blizzard ground with custom textures and special walkable doodads. And the warcraft engine has many bugs with displaying shadows on doodads. F.e. the shadow of a doodad won't be visible on another doodad. But the shadow of an unit will be visible... don't ask me why.
And such special effects like reflections and so on, can't be really implementet in a map that uses a 360° camera that can be zoomed in and out by the player. The wc3 engine wasn't made for such things. And I can't change anything that is hardcoded. But I'm sure it will be still a nice game, even without that feature.
 
Level 6
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Aug 21, 2009
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This is revolutionary! Hehe. I can't wait to play this game!! Keep up the awesome work. The WC3:WoW team can also use your great skills.
 
Level 2
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Apr 12, 2009
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Looks Great! i just have a question about the Hero model (if that is the hero who is shown there, i think his name was Hank), is he always stuck with that robe on? personally, i think it looks like an awesome ice/water/lightning mage, but if i was playing as a warrior for example, i wouldnt want to have a blue robe on all the time.
so i was just wondering if that will change by equipping new items, or if you can choose out of a bunch of different character models when you start a new game.
 
Level 14
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Looks Great! i just have a question about the Hero model (if that is the hero who is shown there, i think his name was Hank), is he always stuck with that robe on? personally, i think it looks like an awesome ice/water/lightning mage, but if i was playing as a warrior for example, i wouldnt want to have a blue robe on all the time.
so i was just wondering if that will change by equipping new items, or if you can choose out of a bunch of different character models when you start a new game.

you can equip and unequip armors in this game and it will show on the character
 
Level 11
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I needed a break from building parts of houses and other city stuff^^. So I tried to create model that can be used for human male NPCs as well as for the hero. In the game the player will be able to choose out of 3 different faces and between 5 - 10 different hairstyles. The NPC's will be build by the same way and will use different skintones and bodyscalings. I think I hit pretty well what I was aiming for. The hair you can see is one example for the choosable attachments.

Below you can see the development process until the final result.

C&C plz
 

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Level 11
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And here the human female. Again some pics of the development process. The hair will be an attachable. If the hands appear to small it's cause they are bend. If watched straight they have the correct size.
 

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