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- Dec 13, 2018
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Now that you mention it that's a really good ideaYou could make painting doodads out of them, therefore integrate them in a playable map![]()
Now that you mention it that's a really good ideaYou could make painting doodads out of them, therefore integrate them in a playable map![]()
Thanks! I have actually gotten some inspiration from that city, although I'm not able to make it nearly as detailed as the designers of the TW3 version didAweomse! I've been wanting to do a real city terrain that actually is a city (similar to Novigrad in TW3) for a real long time now. You beat me to it, love it!!
Thanks!looks amazing. you really found models that complement each other nicely!
Hmm it has taken around 1 year (a little less). I haven't been constantly making these maps though, I have taken some small breaks every now and then. But yeah, when I work on them I do so for several hours every day.All these detailed interiors and city maps... I can't even fathom how long it must've taken you to make 'em in World Editor!!
Yes we bought the template off Unity storeAh yes, the one and only UI from the unity market (I believe)But looking really good, although a bit too dark to really see anything. I also see you added footsteps sounds, I'm really glad!
Just recently started to work on similar conversation UI. Looking nice. Only the text flow is a little bit too slow.
Not at all!Hope I'm not hijacking your thread now haha.
Is that Planetary's or did you make it? Looks nice.The conversation UI was just a test today though, hence its raw look.
Not at all!
Is that Planetary's or did you make it? Looks nice.
I love the look of it all.
Sounds great! I'll be keeping my eyes open.Thanks! Didnt see that Planetary actually did something like this already. But no, its from me. But there is no text functionality yet anyway, so its just the frame, the name of the NPC + the talking and selectingBut I'll be doing the testing of actual choices in the textbox as well this weekend.
Thanks!Very atmospheric, quite creepy too. Hard to believe it's from WCIII.
Update: Decided to encode the video with H.265, seems to have worked. No idea why YouTube messes with the brightness in un-encoded videos when I upload them. Sadly the quality and refresh rate took a drop from it, but now it looks as it should look.
Sorry for the double post
Glad you like it!This is one of the craziest and most incredible things I've ever seen done in WC3.
Not as of right now, but since the terrain is nearing completion, and the most important core systems are starting to take shape I expect to post an actual project thread in 1-3 months.Is there a thread for this project?
Do you mean all the maps or just the latest map / the cult map? I've been working on the whole thing since around February this year. The cult map has taken maybe 1 1/2 month.May I ask how long did it take you to design this?
Mainly concept art pictures that I search up on Google.What was your inspiration?
I second this. Want to see more of this projectIs there a thread for this project?
In good time, it will comeI second this. Want to see more of this project![]()
Well, here are some screenshots since you asked;Subbed, come on share some news ^_^
So that was a lie, here's an update! Development of map 6/7 has started;There won't be anymore updates in this thread I believe.
Thanks, but that ain't the default waterlovely except for the default water![]()
I think it may have to do with the actual size of the doodad. The larger I make the water doodads the less distinctive they become, but then they also start clipping when they're near the borders of the monitor. For some reason calculating the model extents doesn't solve it.That's surprising since every plane is still very distinct - so much that you can't help but notice.
Thanks!That last set in particualr looks so sick.
The rocks can be found here; Rock and Boulders 2 | 3D Exterior | Unity Asset StoreThis is all classic, right? I'm curious what the rock and root/tree models are. The trees make me think WoW but I might be wrong.
I ported them myself. First from fbx to obj, then from obj to mdx. Then you have to apply the correct textures to their material layers.Unity assets can be used for WC3? Or did you port them yourself..?
Thanks a lot!That last set does indeed look absolutely fantastic.
Thanks for the suggestion, I actually had that in mindSuggestion: Add invisible mesh to the elevator platform at an even level so that the character doesn't animate weirdly when walking on it.
Thanks a lot!I didn't mention it in my previous comment, but my god - that environment is absolutely gorgeous. And I love the camera zoom-in / zoom-out when moving up and down a level. This is turning out to be a very exciting project.![]()
ThanksFantastic. <3