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TheHiveConversionModProgress
kellym0

TheHiveConversionModProgress

To be fair, the textures look like unfinished, unnatural, even muscles without skin look better.

I't almost as if they were boiled or something.
 
Yes your not wrong the skins are the same but starcraft2 has a tab called "lighting" which is a subject I lack understanding of and thus I will probably not be the greatest source of information or explaination - think of it like the tabs of data in the wc3 editor, if "abilitys" for wc3 is "abilitys" for sc2 then "lighting" is like a tab next to upgrades that lets you make the world look like blackest night or so bright and sunny its blinding like an inferno, so il just tell you yes zerus lighting is not kind to wc3 models. Im currently looking into it. Lol

There is a setting called "war3 lighting" but from what I can tell it just turns lighting off which makes wc3 models look exactly like wc3 but turns off a bunch of other stuff too such as dynamic shadows on the ground, glazes (protoss buildings powered on/off effect) and bugs out water preventing reflections (from units) and distortions (such as shore waves and surface ripples) in the said water - I chose zerus lighting because for now its kindest on wc3 textures but I have yet to weaken or dampen its luminosity, or change it in any way currently.
 
uhhh for lighting yes there is I just have yet to read them, I've been fiddling with lighting for a while, actually, but in the era of time I started (this) project was heart of the swarm and messing with lighting caused my maps to crash a lot, I think it had to due more with how experimental some of the new lighting settings/flags/tools they added were, more then having to due with my number of custom models/units/buildings I had, since at that time, the war3 dependency didn't exist and I had virtually no units/doodads on the map, so maybe it will be different this time, perhaps its time I revisit lighting...
 
@kellym0 damn man, if even light setting can cause crashes... that editor is really crappy. Well, maybe it's the models on which it doesn't properly work?
 
Hmmm no I still think it was just the nature of how experimental some of the new lighting settings they added later, really were. conveniently added just before I first started looking into lighting. Some revisiting to lighting last night showed me even more cool stuff lighting can do such as changing in game to replicate light of night and day dawn and dusk - the galaxy editors pretty good and ive used many editors from many games its still my favorite - its just really complicated to use and learn is all.
 
whats also nice is access to the other warcraft3 themed models made in high def on sc2mapster by third party individuals around the world, such as some of the nicest world of warcraft models and the HD blizzard wc3 hero models =)

but the data engines just.... so much more superior too -- the data editor can do things warcraft3 could barely do with super intense vjass triggered spells. but with 1 ability and 2 or just 3 behaviors/effects... most of it can be done with literally just 1 behavior, and any ability or spell effect you want, can probably be made by just reverse engineering something else that already exists in the game any way, the zerg and terran are good for this [protoss...not so much{too many actor events to change most of the time for protoss}], having so many unique abilities. plus stacking buffs.... you ever try changing the buff icon in cluster rockets? news flash cant be done (atleast I could never change its buff/icon) [maybe thats fixed now...]

another really nice thing is there is no such thing as ''leaks'' in the trigger editor, so I can make some fairly simple triggers that do some pretty amazing/fun stuff without having to optimize it all (deleting temporary points, deleting temporary units [temporary units hardly even exist and when they do they usually kill them selves with the behavior ''timed life'' with ''0'' seconds and the ''remove'' death type], custom script to play locked animations ect ect) because the galaxy editors triggers have no need to be optimized. though custom script does still exist too encase you prefer it.

I felt a bit over whelmed on the galaxy editor at first, and even went back to warcraft3 for a long time, now I do a bit of both, But i'd definitely say, give the galaxy editor a whirl or 2 before completely ditching it. its an amazing tool. even with its flaws, which are mostly gone now.
 

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