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Hebert09
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  • Well, the first thing i'd do is to get rid of the cliff edges. There are some tutorials on how to create water with rolling shores on this site which you can check out. After that, having a different texture underneath the water would make things look much better, and maybe a few, scattered rock in the stream. If you want a more flowing feel to it, there is this trick where you can tilt waterfall models and place them horizontally to make it look like a stream, though i believe the waters at Helms Deep are stagnant in most sources.
    Fine, how about you?

    Just realized I didn't actually reply to that last couple messages, sorry, I was away and they got lost in the string of come back messages. I've also deleted Wc3 in the process. D:
    Looks much better!! Measnwhile, i packed together the ground tiles i could find for you. I might have some more, will check again tomorrow.
    Rock's model looks very beautiful, your Helm's Deep look like in the moovie one !
    I want tested the map with you !!!!
    Yeah, that looks nice! You might want to make one larger and less detailed model for the cliff face though, since spamming these small ones will increase the risk of the game bugging out due to too many geosets. It's really, really hard to make good rocks, so kudos for managing to pull this off!
    Thanks :p But I demand Skills more than Making Stuff actually XD But thanks anyway...
    I like the Idea using IRL thing as Texture
    Yes, most of the big landscapes contain those while the foreground and smaller terrains feature hills and mostly terrain.

    I mostly add rock/cliff models to mountains/gorges/canyons/valleys to give it more depth.
    Ohh... Thanks :)
    Im not Familiar with Gmax and 3ds max though, Im Better in Blender
    My Biggest Problem now though, Is my lack of ability in making texture, If I one day become a Real Modeler/Animator, I can't survive with "Warcraft In-game texture" XD it think this concept only usable in warcraft modding only
    That sounds great! It is still a very generous amount of soundtrack, but in a map like this, it is a central resource and you don't need space for that much else. EDIT: By the way, if you want, i can make a new gate model using the texture i sent you... would you want that? Should only take me a few minutes.
    Not really, it's the bitrate. 96kbps*60sec*4min = 23040bits, then divide by 8 for bytes, and finally by 1024 for megabytes: 23040/(8*1024) = 2,8mb. I think the issue is that your tracks are too long, try to find a spot where you can cut it off. In Audacity, you can select the last second and use "filter>fade out" to make it loop better. The soundtrack i use for World Domination is 38 seconds, at 64kbps, which gives a size just under 300kb.
    Well, i think the paste i made for you earlier expired. I can make a new one tomorrow if you want. You don't really need rock tiles though, just put rock doodads. In any case - i don't actually think you can exceed 8mb with this map, custom tiles or not. Two large tiles = 200kb, one large music track = 1mb (92kbps is plenty), unit models = 1mb, plenty of space left for icons and doodads.
    Wow.. just wow. You REALLY need to work on the surrounding terrain though, there are some nice rock doodads on xgm.ru, or you could get some from OgrE's ruins map (just ask any of the terrainers around here, Keji for instance). Anything to cover up that ugly rock tile. Also, i'm not sure if you ever checked out the dirt tiles i sent you, but i think perhaps one of them could be suiting.
    I don't think you need to worry much about shading though, your models look nice as they are.
    By shading i mean that there would be shadows in areas where light would be "trapped", such as in the angle between the floor and the wall, or the inner angles of the steps on the stairs. Also, outer edges would have highlights, such as the crests of the wall etc.
    Looks great. Not sure why you'd refer to the new one as "shaded" though, they both obviously have shading.
    You know, i actually have an old texture i found which was designed specifically for a helms deep model. You can find it here. The banner texture inside is the one i'm using for your banner model i'm making (gonna get back to you about that, hmm), the rest looks pretty cool too. For warcraft you might want to crank up the contrast a bit in gimp, though.
    That looks very, very cool! I am quite impressed with the quality of your models, hard to think you've never modeled before. The only thing that bothers me slightly is the lack of shading - but when you use tiling textures like that, you have no choice unless you want to make a duplicate model with a shading texture on it (or in a more modern engine you could use a baked ambient occlusion map).
    Looks cool. Now all you need is some cool custom tiles, those native ones look bad next to your models.
    I seriously doubt it, how many polygons does it have? I can only imagine it causing lag if each segement has about 1.5k-2k polies. One thing that might be causing it is the "walkable" calculation. The game has to compute a unit height based on a complicated 3d model, so it could be stressful for the engine. You can try turning off the "walkable" and play the map, and see if the lag persists. If it does, you can try using platforms instead, as they only use a single polygon (or create your own, simplified and invisible platform model). Other than that, try turning off all triggers and play the map just as it is, to see if it runs smoother.
    It looks really cool! I'm sorry for not playing it and giving you feedback; schoolwork has been really heavy. Honestly, I'm also losing interest in Warcraft III.
    I'll try to get to it today or tomorrow.
    That looks cool, a bit more life would be needed to it.

    I guess some tents behind the wall would do :)
    The hornburg wall looks a bit uneven, but other than that it is nice. The deeping wall looks really epic!
    Wow, that's really nice!! And yes, i can animate the wall to break, under these circumstances: You make all of the mesh - both the broken wall and the pieces of debris. Export them as .3ds and send to me.
    You are doing a good job! I want test your map soon as possible and see how its look in the game !=)
    The arch looks much better now, good work. You may want to place something under it though - ideal would be a custom wall piece with an opening in it where the bridge can extrude from. Still, i understand if you want to focus on other things.
    Looking good! I was afraid it would look repetitive since you went for a mirrored wrap rather than a tiled wrap (the latter usually being the best, as long as you have a tiling texture) but it seems to work nice. Keep it up!
    I think the arch could be more, well.. arched. Right now it looks like a flat bridge with no supports whatsoever - i have a feeling that this would quickly break down into rubble if it was in real life. Overall the map is turning out nice though. In ither news, i found a texture for a Rohan banner which i liked, i think i might make that into a model for you when i'm on the nine hour train ride home tomorrow. ;)
    Way to go! A crossing will be cool, but like i said though, while you're at it you might aswell make your own wall model. It will propably only take 30 minutes, and you'll be able to replace all the other wall models with it for cohesion. Trust me, it will look super cool!
    Ah, ofcourse. It kinda sucks how pathing works, but you can still work with it i guess. Still, how does it look when units are passing through the gate? Won't they end up on top of it while passing through? You may want the part hanging over the gate itself being a doodad of its own, and not walkable.
    Well, that would depend. I take it your gate and stairs are both destructables? Make sure to set them as "walkable" in the object editor, for starters. Also, make sure they don't have a pathing texture set - instead use pathing blockers and place them around it.
    Awesome!! This will turn out great. Looks a little bright compared to the walls, but you'd do best to make your own wall model to go with this anyway. And feel free to do whatever you like with the gate model (or any other of my models for that matter), no need for my permission.
    It is possible that the lighting normals were not realigned together with the polygon... or something. Try this: select all the polygons, and apply the "smooth" modifier from the list. Set it to "Auto Smooth" and use the default threshold angle. Collapse the controller and export the model again, see if that works. Basically, polygons have some extra normals used for interpolating light, giving the effect of a surface being smooth when in fact it is not. It is a good idea to experiment with the smooth modifier on untextured models to see what different threshold angles affect the smoothness.
    One thing you might want to do: select all the vertices of your gate, go to the modifier tab, and press the black box next to the button that says "weld". Choose an interval of about 0.1. This will cause all vertices close to eachother to become connected, which saves model space and might prevent problems like that. Note that i think the weld tool might require your model to be "editable poly" whereas NeoDex might want them to be "editable mesh", in that case, just convert it to editable poly, weld, and then convert it back.
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