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Zwiebelchen
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  • Hey Zwieb, can I request something from you? I do quite want to know where you got that Command Aura like you use to teleport units to houses to houses and dungeons to dungeons. In wc3 it just has the red version of it but not the white. If I may also request, culd you mind sharing me the model, thank you very much!
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    Fixed a major leak with the stat multiboard
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    May I ask you what this leak was? I'm using Earth-Fury's board and according to certain handle counters it seems as if it was leaking, and I wonder why. I always ignored it and thought it was just the handle counter, but I saw a person getting the same message me and my friends got in longer games (not enough RAM), maybe this is the problem.

    Thanks in advance!
    Hi. can you give me the model of progressbarV2 where you had added an inverted animation?
    Hey there; remember my spell problem? What do you think if I just put in the Omnislash in a different trigger?
    hey. could you tell me how you detect the wc3 directory. like in gaias when you save the txt files
    The only part where you'll lose space is because you have to import different objects with different shadow maps/ or it's a lot easier to clamp some scenes together so you'll have for a region of the map one big scene. One solution would be made for example one rock with one tree shadow on it and copy that rock whatever you have the shadows of trees visible for the non shaded rock you just use the normal version. So you'll only have one extra model and that`s it but you have to be inventive. The good part of the shadow technique is that it uses reale small shadow maps only a few kb depending on the obj and complexity of the shadow and you won't need to import other textures, the same texture remains an all objects, white shadow maps or not, like a ingame texture for ex, only with one s map over it. Let me give you a estimated space consumption- My interior scene is 4mb in total and take note it`s with animated shadows so the room with just a simple shadow map could be just 200kb or less.
    Alright I'll try it out but I can't guarantee you I'll revisit the hive anytime soon, but I'm going to give the map back with the first occasion. For me It's totally worth it, maybe you should try it on a new project or just some small scenes or maybe you wont use it at all, it's your call.
    Yes something like that but there's only one shadow model not 2. It's basically one model with 2 layers of material and 2 difference texture coordinates. Just like what Travaj is doing with the double mesh only there is one mesh and you can add as many layers as as you like which is awesome. It's not entirely useless for you I think because even if you may have a problem with fog you can very easily make interior scenes like for example the home where you choose your heroes or the sewers. Or you could just use it on separate objects if you like I would like to see scenes in your map made this way, give it a try! See my thread on the latest updates.
    I just remembered that this system uses additive and modulate layers for the materials so you'l have a huge problem with the fog. Until someone finds a solution for this problemit's only good for interior scenes, and if you are actually planning to use it you are going to have to group a lot of doodads like rocks in one object that would mean remaking the whole map but the good side will be a impressive result with 1 tiny shadow map. If you want to look further into this ask http://www.hiveworkshop.com/forums/map-development-202/memento-mori-231499/ Travaj. We are exchanging ideas and it seems he's making jungle environments but I don't know what other discoveries he's making. The difference is that he's using double mesh for shading.
    Dirac's was one of the best i found.
    You can also try Berb's, though it uses interfaces,which are ugly
    Sorry my Skype Users are lost ? So .. We can use the "Garena Chatter" add me : GO-BS :))
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