3.It's because of the water model he use. It's really like that. And I think it's ashes or sulfur, not snow.
I tried looking for that registry, but I could not find it. Could you be more specific on how to find HKEY_CURRENT_USER?
As for the camera, I think your system of camera rotation and mouse wheel adjustment may provide that experience of exploration around the area.
Shading is a big problem in WC3, it is never perfect and with defects. Rock spire is like that because the light source is close to it and with direct angle of attack. Jagged connection to the ground can be fixed, but being jaggy looks natural as if it would be in reality, it is shading that makes it a very rough connection. And yeah, it is water plates connection points, it is extremely difficult to make it merge perfectly, it is usually slightly on top of each other and if not, gap appears, but it can be reduced to minimum.
Simply this water plate model is HQ and realistic, that is why I picked it. It does give a feeling of water, when other plates are terrible. This part of the river is but a transition from the Blue - ghostly Marsh to the river of Fire, it would look very bad if it immediately jumped into lava, so I need a smooth transition, so water model must maintain its properties, just to change color beneath it. It may not be very visible, but there is a red water plate model far beneath, it may emerge more when crossing Tartarus, there will be more visuals as this is but a smooth transition.
I was just joking when asking for a release date. I know that you can not possibly predict whenever something will be finished without blatantly lying before at least 90% of the map is done.@Zwiebelchen
Much left to be done, I am roughly at 30% progress right now, hehe. So I hope to have it done in the end of this year if I am lucky, if not, early next year. You know all about it, human beings are terrible at planning, let alone predicting future.![]()
Holy shit!EDIT: Just the beginning of river Phlegethon, river of fire.
Has anyone tested out executable yet? I want to know if it works.
Just cant run exe LOL.
@btdonald
Have you tried the exe?
Yes, in my old computer, the problem came from war3 registry @@
what kind of problem, what did it wrote?
I was thinking more of something like a co-op style map with a final-fantasy esque battle system. But I guess 200MB isn't an option there either...Sure, let's get on something in the future, but only if you allow 200 MB map size, hehe.
I was thinking more of something like a co-op style map with a final-fantasy esque battle system. But I guess 200MB isn't an option there either...
Learn to work with constraints, man! ;P
I learned working with the constraints and I view them as actually beneficial for my creativity. It basicly challenges you to find workarounds and alternate solutions for stuff you simply can not allow for in terms of filesize.Well, if I still would be working with constraints, I would have never reached a Director's Cut and I would have quitted WC3 modding and mapping several years ago.
Coding is fun and it is the most important part of the game, but no one ever can rely solely on coding to guarantee a great game, therefore one must use all possible weapons and get the best possible outcome, this includes HQ models, textures, voice acting, music, sound effects and it all of course comes with a cost. Put all of this along side of great coding that you may provide, and you will get truly the best outcome.
But I myself do not follow this completely, if I did, I would use vJass, and now it is just GUI, I guess that's my weak link.
I mean come on, it is 2015 and for some reason 8 MBs still becomes a limit, they should change it.
This. It's really fun to work things around. It usually leads you to some cool tricks you can do in wc3.I learned working with the constraints and I view them as actually beneficial for my creativity. It basicly challenges you to find workarounds and alternate solutions for stuff you simply can not allow for in terms of filesize.
Yeah I totally understand where you're coming from.I agree that constraints force one to look more deeply in what you have and come up with more creative solutions, there is no doubt about that. But in the end-result you are still stuck with standard, low quality, edgy, poor texture models for units / doodads, same goes for music and as you mentioned - icons. No matter how creative you will get, you are still stuck with the same level of material for your creation, which is still not good no matter how it force you to be creative.
Almost always (from what I have seen in competinions of terraining for example), no matter how creative you get with poor materials, someone still gets a better end result with even less effort, but using HQ material. People may understand that you worked harder to get it, but it still won't be as good looking as the faster / easier version, but HQ one.
You mentioned building with bits and pieces. Let's say you are building a castle. Your brick is poor quality, low texture, edgy, but you manage to build a really cool castle. Now open import manager and import HQ looking brick and replace the model with the imported one. The result becomes several times better, therefore constraints are not needed to be creative, because you can force yourself to be creative even with the HQ material. You appear in the same situation, but with better material. Look at my example of building the river, I could rely on a HQ water plane alone, it would look good already and probably better than any constrained creation, but I did not rely on that, so I built up to 6 layers of different doodads to get even better result of the river. So I forced creativity as well, but the difference was that I used HQ material instead of LQ.
In the end no matter how free one tries so be, one is still constrained with what one has in the hands at the moment, so I believe striving for creativity with the best materials one has is the best option. I agree with Quilnez.
As for the limitation of maps, 20 MBs would be a vast leap forward and it would open lots of possibilities. Imagine Gaias +12 MBs of freedom considering the level of compression you already achieved in those 8 MBs.![]()
Yeah I totally understand where you're coming from.
Obviously, being able to import higher quality textures alone is already a huge benefit (It's a shame that we can't have 1024x1024 ground tile textures, though). In one of the recent projects in Gaias, I wanted to get rid of the lowres B²M house models and replace them completely with the Sword & Stone set, which has been optimized for low filesize (but high texture resolution through tiling)... but considering all the houses on the map, this is a monumental, nigh impossible task.
I wish I could just drop in the higher resolution textures and be done with it, but the file size limit won't really let me.
However, there is a different option: re-wrapping the houses in a modeller into a stronger tiled look. You see, and this is exactly what I was talking about: you'll always find a solution if you keep searching for it...
But yeah; I can't even start to think what would be possible if I suddenly had 12 Megabytes more of space. Custom interface; custom icons, more animations for characters, more of everything....
I really hope Blizzard will show some love to WC3 again soon.
Well, 8 MB limit was created to limit download bandwidth to the servers and users. If map was 200 MB it would take ages to download via Battle.Net service, it just isn't practical.
There are already several ways of bypassing the limit:
1. 8 MB Map Size Limit Bypasser. But the downside is that the host and joining players must have the same tool.
2. You can use a hosting bot called - GHost, it can start maps beyond 8 MB regardless of the host. GHost is a very popular bot that is used almost in every hosted game in Battle.Net.
3. EntGaming, map hosting limit is 12 MB or higher.
And that is why I really dislike constraints, it kills all the fun, it kills the progress, it stops the best possible outcome, and without it, one's outcome will not improve if it won't get to the max. Getting bored of what already is at hand is an amazing thing that force people to more forward I suppose. For that reason I never developed any LAN map.I wish I could just drop in the higher resolution textures and be done with it, but the file size limit won't really let me.
Thank you very much, that is my current aim, I am seeking for another Cut and I hope to achieve it, one day in the distant future I hope.If i were to vote on the very tough decision on who is the first WC3 mapper to win two director's cut (because all of them are awesome) my vote is yours AProject.
Good luck on Acheron's Affliction!![]()
Actually, it's not that bad. I have a selection of cape models that have a "floating" stand animation, that is kind of a compromise between standing and walking animations in Gaias. I never felt it looks completely out-of-whack. But if you are really picky with the animations, then yes, you might rather want it attached to the character permanently.Well, cape does give more clothing. And I can not attach the cape or else it won't be animated properly.
I don't know what the problem with the bright and dark part is; maybe a problem with the unwrap? I suppose the upper and lower part of the cape are different geosets and one portion of it has different normals. You should definitely merge those geosets just for a cleaner model (also, it will render at a much better quality ingame then, especially when you have lots of omnilights).Team colored cape is just great idea, I did not think of that at all. But now I tried coloring it, still a slight problem appeared. I don't know how to fix it, since the cape is not fully textured, it has some alpha layer spots so make it more weared-off, holes and so on, so the color layer overlaps, it looks bad. Any ways to make the layer affect only the cape and not the alpha channel spots?
I think what he means is to import a custom team-color texture... which is not really possible.I have 0.000 experience with texturing or modelling but there is some way to make it alpha.
Just find out where those spots are.
Make the overall cape teamcolored and apply shading on that (if possible)
Otherwise make two layers where the second one is half alpha + shadow so you have one (lower) layer teamcolored and one (upper) layer shadow.
I have no idea why that part at the top is brighter than the part at the bottom.
I'm curious; how are you going to fix that? You can't edit Replacable ID 0 and the intransparency stems from the replacable texture, not from the actual overlay texture.I have a lot of knowledge in team colored material, the problem here is that the texture lacks any alpha parts. If you would give me the model and the texture I could fix it. The hunched back looks inappropriate, his face looks like former Blizzard voice artist Chris Metzen.![]()
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You should definitely try it out; it's actually pretty comfy once you made the required adjustments to the model.I suppose those methods may work, but it just appears to be too much of trouble. Having WarClub ability to change things looks not very comfortable thing to do, and adjusting geoset itself appears to be too much of work for a matter of low importance.
I'm curious; how are you going to fix that? You can't edit Replacable ID 0 and the intransparency stems from the replacable texture, not from the actual overlay texture.
Why not? OoActually, there are multiple ways of doing it. But I would not reveal my methods in any case.
Done, sorry.#Zwiebelchen Please hide your images in Hidden tabs.. too large..
Why not? Oo
Done, sorry.
You really think someone will "steal" a tutorial?Because I am planning to do a tutorial in the future about this, I don't want anyone else doing it sooner.![]()
Fair enough. Just wanted to mention it because not many people know that you actually can change textures ingame.Warclub idea looks very useful, but I would use it only for the cape, and after some thinking I see there wouldn't be much of use of colored cape either. It would look weird to see the cape change color during the game once certain gear is put on, or change when gear is put off.
I suppose I will stick with passive colored cape, it would feel more natural.
Yeah. I never morph units because morphing is vulnerable to bugs and impractical, as you have to import the same model multiple times.That is really cool that you can change these ingame, I did not know that before. I thought players were forced to go through the hassle of unit model morphing. It partly appears morphing can be replaced with this easily.![]()
I wouldn't change that because you need the exagerated features in birdseye perspective. It's the main reason why all the default WC3 models are so bulky ... it improves visibility from the default perspective.Another thing I do not like is the WoW style. I begin to hate those over-bulked and fat arms / legs models, it looks just bad (for me).
That is really cool that you can change these ingame, I did not know that before. I thought players were forced to go through the hassle of unit model morphing. It partly appears morphing can be replaced with this easily.
Oh and looking forward to that tutorial, A_Void.
Here is quite the final basic hero model. Darkened the skin and made the cape dark blue with some holes, looks quite okay I suppose. Henched back could be interpreted in many good ways, but still it doesn't feel very good though.
Another thing I do not like is the WoW style. I begin to hate those over-bulked and fat arms / legs models, it looks just bad (for me).
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The things you learn when constrained.So basicly: you import one villager model, but can have 5-10 texture variations on the model at the same time. Great for NPCs, especially if combined with team-color!
That makes sense.I wouldn't change that because you need the exagerated features in birdseye perspective.
I think Zwiebelchen got his point. It looks all normal from far, of course during cinematics when it is zoomed it may look bulky and hunched though.You should make him more slim
Tier include 3 major pieces (weapon, head, body armor), these items are active when not even carried in the unit inventory, but in another backpack. Game's first major chapter (out of 3 in total) will feature first 2 tiers.
Oh and that cape from bird's view looks gorgeos with these armors.
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