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Dark Nights [Day-night-cycle]

WHAT IS THIS:
This is a set of DNC (day-night-cycle) models. Used correctly they change the light environment in your maps so that nights are actually dark.

WHY THESE MODELS:
Usually what modified day night cycle models (DNC models) gets wrong is that they erases the light all together, making the map dark both at day and night. These models is specifically made so that days does still light up. This is for "realistically dark nights".

Probably best for horror and survival maps.

NOTE: I think a Lordaeron and a Ashenvale set should cover most needs. But feel free to ask here for any other as long as they are a version of a already existing light environment, since the update is rather simple.

28-05-2020: Added Felwood version.

HOW TO USE:
There is two ways to use this, one using triggers and one overwriting the models. I will cover both methods, since each has it's advantages. First, how to do it via triggers:

  1. Import the unit and terrain model you want to use.
  2. Create a trigger looking something like this:
    • TimeUp Copy
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Wait 0.00 seconds
        • Custom script: call SetDayNightModels("DNCDarkNightsTerrain.mdl", "DNCDarkNightsUnit.mdl")
  3. The first parameter in SetDayNightModels has to be the terrain model path, and the second has to be the unit model path.
  4. ...
  5. Profit!

Second method:
How to overwrite the path. This method has the advantage that you can see the light enviroment in the editor.
  1. Import the unit and terrain model you want to use.
  2. Set the terrain model path to: Environment\DNC\DNCLordaeron\DNCLordaeronTerrain\DNCLordaeronTerrain.mdx
  3. Set the unit model path to: Environment\DNC\DNCLordaeron\DNCLordaeronUnit\DNCLordaeronUnit.mdx
  4. Go to Scenario -> Map Options.
  5. Tick the flag "Custom Light Enviroment" and pick "Loarderon Summer" (See picture below).
    175132-bad2f134cbb3ce9fcbdaf7fc23e304be.png

    [*]
  6. ...
  7. Profit


UPDATE:
Added Felwood version and a new implementation guide.

WARNING:
  1. This significantly alters gameplay. Night will be unplayable if you do not use light sources.
  2. Some materials is "unshaded". They will look weird. You need to alter the models to fix this. See for example most teamcolored materials.
  3. F10 menu changes ambient light. Players can potentially cheat using various menus such as the f10 menu. Use a black mask, or something similar to fix this.
  4. WC3 lighting is weird sometimes.
    Dr Super Good said:
    WC3 seems to divide the map into 4*4 sectors. Each sector can have a very limited number of light sources (16? 8?) due to each needing a separate shader pass and so being expensive to render. Any beyond this limit will not be shown, even if they are shown on a nearby tile.
Previews
Contents

Ashenvale Terrain Model (Model)

Ashenvale Unit Model (Model)

Felwood Terrain Model (Model)

Felwood Unit Model (Model)

Lorderaeon Terrain Model (Model)

Lorderaeon Unit Model (Model)

Reviews
General Frank
A bit too simple, but I can see huge usefulness in this model for mappers and terrainers alike.
Level 14
Joined
Feb 2, 2011
Messages
153
Damn! I waited for this for such a long time! I've even thought to create something like this by my own, but didn't have time for that!
Thanks for the model. This is the one the most useful things in the whole model section. EPICO! :peasant-thumbs-up-cheers:
 
This is awesome, although it only works in some settings. I tried simulating a proper night where moonlight fell over the terrain. The effects were decent, but the issues starts once you want to revert to daytime;

download-6-png.352771

download-6-png.352776

download-4-png.352773

download-5-png.352772

download-3-png.352774


Interiors can look slightly too saturated, with too strong contrasts some places but it looks generally better;
download-7-png.352775
 
Last edited:

deepstrasz

Map Reviewer
Level 71
Joined
Jun 4, 2009
Messages
19,259
Now, question, how do we use loads of lights without making the map heavy with units as lighting sources if we reached the doodad limit?
Only needed are at least 700 :D
Destructibles, would they work and if yes how well compared to units? And, if we've also reached their max number, what to do?
 
Now, question, how do we use loads of lights without making the map heavy with units as lighting sources if we reached the doodad limit?
16 or 8 light sources per sector.
Destructibles, would they work and if yes how well compared to units?
They work the same, based on size. I have found that a size of 2 for units or 200 for doodads gives the best intensity (this is very dependant on the omnilight model you're using).

In a normal map where there is only day or only night, it will work fine with doodads. If you have reached the limit then use destructibles.
 
Level 3
Joined
May 14, 2020
Messages
22
The silent, sorry for taking your time if this is unrelated to your model, im first time posting.
I was searching for a way to give the air color, or change light intensity. This is the most similar thing i found, so im wondering, could i change some lines in the MDL to change it from dark to light or black to gold, red, etc?
 
Level 3
Joined
May 14, 2020
Messages
22
You can change air colors without a model such as this, using advanced options. I think it is fog options. I'm afraid light colors will only change the color of the models and terrain, not the air. But I'm more than willing to make a colored light environment if you actually need it.
Hey sorry for keeping you waiting!
Im deciding should i 'keep remembering that games exist'
When im done with that ill call you! :D
Anyways, i used modding to change MPQs or just add files to wc3 folder with CUSTOMBG in order to change Dota (and all other maps by default), so i dont know anything about world editor and such tools.
 
Level 11
Joined
Dec 16, 2018
Messages
365
Excellent and very useful, it full turns on my map-imaginator instincts. Is there any way to make the night a little less dark, so it's hard, but possible, to see without lights?
Maybe for a exploration map, you can use a torch (probably an item) to see like in day, or suffer (but not neccesarily die) for the grey screen.
 
Excellent and very useful, it full turns on my map-imaginator instincts. Is there any way to make the night a little less dark, so it's hard, but possible, to see without lights?
Maybe for a exploration map, you can use a torch (probably an item) to see like in day, or suffer (but not neccesarily die) for the grey screen.

Tell me which light environment you want modified, and I will fix it up for you. (Fellwood, lordaeron, etc.)
 
No actual updates. Fixed some terrible sentencing.

Is this somehow reversible?

Sorry for the late reply, your messege got lost in my notifications. For anyone else having similar issues:
If you use the second method, you might have to restart the editor after removing the resources for the editor to update.
 
No actual updates. Fixed some terrible sentencing.



Sorry for the late reply, your messege got lost in my notifications. For anyone else having similar issues:
If you use the second method, you might have to restart the editor after removing the resources for the editor to update.
Ah no I meant reversible in-game / real time, but since the default models are actually being overwritten I have already come to the conclusion that it's not.

The reason I asked was because I want to have caves in the same map as an "overworld" where the light environment of the cave should be a custom DNC, while the night time in the overworld should be the default one.
 
Ah no I meant reversible in-game / real time, but since the default models are actually being overwritten I have already come to the conclusion that it's not.

The reason I asked was because I want to have caves in the same map as an "overworld" where the light environment of the cave should be a custom DNC, while the night time in the overworld should be the default one.
Have you tried using the trigger version? It should allow you to change it real time, unless that is another one of those Warcraft 3 quirks.

Custom script: call SetDayNightModels("DNCDarkNightsTerrain.mdl", "DNCDarkNightsUnit.mdl")

And use the paths of the ingame models when you want to reset it.

Although, since it is a cave you want, setting them to blank instead of some that is only dark at night might work better. Replacing them with no models will just make everything dark always.
 
Have you tried using the trigger version?
Hmm I haven't but I guess it doesn't hurt to try.

Although, since it is a cave you want, setting them to blank instead of some that is only dark at night might work better. Replacing them with no models will just make everything dark always.
I'm already using one that's completely dark, and use light sources as the only light. But at this point it's too late anyway since I'm having the cave be in a completely separate map so it's easier.
 
Have you tried using the trigger version? It should allow you to change it real time, unless that is another one of those Warcraft 3 quirks.
I have verified that this does indeed work fine.

It will be a huge improvement what my interiors, custom day/night cycle and other indoor areas are concerned.
 
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