• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Diablo III

Status
Not open for further replies.
Level 19
Joined
Sep 4, 2007
Messages
2,826
I need the cycle for the outside. I tried the light models from D3W but they didn't display properly (disappearing, reappearing).

Hm... Lets see. In D3W, if I remember correctly, it was possible to turn on day locally for each player. Perhaps while in the dungeon you could disable the day for each player and turn it back on when you're on the outside?

Basically a triggered day/night cyclus.
 
Level 8
Joined
Apr 5, 2008
Messages
367
Won't be necessary as the players will most likely step outside together, at least I intend so by now.
Real problem with lighting is their blending in when walking around. So you step forward and suddenly after this very certain point the environment is suddenly flushed by red light. Now you go a step back again and voila, lighting disappeared even though the scenery is still in the camera's vision.

So dunno if this has to do with these specific light model or whether it is about the camera setting/Wc3 engine and there's nothing really to do about it:X
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
Won't be necessary as the players will most likely step outside together, at least I intend so by now.
Real problem with lighting is their blending in when walking around. So you step forward and suddenly after this very certain point the environment is suddenly flushed by red light. Now you go a step back again and voila, lighting disappeared even though the scenery is still in the camera's vision.

So dunno if this has to do with these specific light model or whether it is about the camera setting/Wc3 engine and there's nothing really to do about it:X

You can't do much about it since it is very much related to the limitations of the Wc3 engine. However you can always try to make it look as good as possible.
 
Level 11
Joined
Dec 21, 2008
Messages
766
so guys here are some models made for the project :) (made them yesterday)

2ir23hz.jpg


2ym7tpx.jpg


4ujmuc.jpg

Upload them :O
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Yeaaa, its a shame really :p We have the same lighting problem in D3W :p When you walk around some of the lighting appears to flash on and off. As far as I know, it's unfixable :/ Although, sometimes you can minimise it by re-positioning the doodads :p

Also, about the time of day, I used perma midnight for the whole map :) During daylight, custom lighting doesnt really show up all that well so I just disabled daytime xD

Also, remember to credit Cycloverid (from polycount.net) for those diablo dungeon textures ;)

But yea! Project ooks awesome so far :D Can't wait to see more :)
 
Level 8
Joined
Apr 5, 2008
Messages
367
Okay thanks, I added him.

Now for the doodad blending problem... you can fix that as I stated.

You just need to import that model into Magos and increase it's extents so that the doodad is recognized earlier ingame.
For the lights I had to have the two necessary texture files in the same folder and I had to add a Name in that window... I just named it "A".
Well with these extents it's working just fine and it didn't bug for me yet.

Edit:
And here a link from Wc3c, though the way Nasrudin did it doesn't really work for this, as the extents are still too low for the bugging doodads. At least hat was the case for me.
 

Attachments

  • Magos.jpg
    Magos.jpg
    66.2 KB · Views: 119
Last edited:

Archian

Site Director
Level 66
Joined
Jan 1, 2006
Messages
3,152
Yet another Diablo themed dungeon crawler mod for Warcraft.
I like the fact that you're focusing on smooth gameplay with this one, though.
I tend to do the same with D3TFA.

Looks promising so far, I like the blood summon effect for the Thousand Pounder, is that from the HiveWorkshop?

Anyway, just droping by to wish you and your team, good luck!
 
Level 8
Joined
Apr 5, 2008
Messages
367
Ah hi there,
visited and do visit your thread on wc3c quite often.

I'd like to mention that I didn't just start with this map some month ago. I intended to do so shortly after I saw the gameplay trailer but didn't get a hang on it until I decided to finally to start some of the first skills like a year ago or so. And I had to learn how to code properly by that time as well... and as no-one knew me I had to create some decent stuff first before I could awake some interest :X

Regarding the blood explosion during the summoning, that's one model out of Will's Blood Explosion pack that he provided to everyone in one of the Diablo 3 Warcraft threads.
For this effect it's scaled by... about 3 or so. Dunno right now. (I mixed 2-3 models for that explosion)

Also good luck with your map, sounds very promising so far!
 

Archian

Site Director
Level 66
Joined
Jan 1, 2006
Messages
3,152
I'd like to mention that I didn't just start with this map some month ago. I intended to do so shortly after I saw the gameplay trailer but didn't get a hang on it until I decided to finally to start some of the first skills like a year ago or so. And I had to learn how to code properly by that time as well... and as no-one knew me I had to create some decent stuff first before I could awake some interest :X
That's cool, your efforts seem to be beginning to pay of now :) D3TFA couldn't have reached the stage it is in today, if it weren't for all the people who've contributed. So appreciate every help you can get ;)
Now I hear that some people think I ripped off CloudWolf's map :eekani:

Ah, I'm not refering to the blood explosion, though :)

I'm refering to this:

Untitled-1.jpg
 
Level 8
Joined
Apr 5, 2008
Messages
367
Well CloudWolf's Diablo 3 map was the first nice Diablo 3 map and got incredible popular, so on the first blink for the fans every other Diablo 3 map is a bad copy or whatever.
When I first posted my map in another thread 3/4 of the comments were the same and few actually neither downloaded the demo I provided nor read the description^^

Regarding the blood effects.
For that part 3 random blood effects out of a pool of 12 models (mostly Wc3 ones) are played every 0.075 seconds at random positions. Turned out to look quite nice ;s
 
Level 1
Joined
Feb 10, 2010
Messages
2
Nice videos and nice map :)
The Thousand Pounder fight is very spectacular and the physic system is cool but you should work on the terrain a little bit...
At the moment I work on a Diablo III project too. its in the desert of the Borderlands. Temporary the first version of the map is in german. My knowledge of English is not good enough :( I search a translator yet.
If you interested, you can watch on my project page :) :

http://www.hiveworkshop.com/forums/map-development-202/diablo-iii-borderlands-desert-158587/

http://warcraft.ingame.de/forum/showthread.php?t=196733
 
Last edited:
Level 8
Joined
Apr 5, 2008
Messages
367
Hi guys,
sorry for the lack of updates but I'm quite busy at school right now and same goes for Boneknight probably.
However I'm just learning to use the GMSI tool that'll provide much better access to object editor stuff so I can later on save a lot time with items for example.
 
in regard to the lights, if you're using just light emitters or w/e they are, there is a maximum to how many you can have in an area, up until the point where they start clipping. you can fix that by moving existing lights onto the center of the clipping, hide the clips with other doodads or so, or just deleting the existing ones (the easiest way)
its really not recommended to use predone emitters, so you have a prelighted path and all as well as light attachments on certain units - especially if there's more than one unit.
 
Level 12
Joined
Jan 29, 2010
Messages
263
Nice videos and nice map :)
The Thousand Pounder fight is very spectacular and the physic system is cool but you should work on the terrain a little bit...
At the moment I work on a Diablo III project too. its in the desert of the Borderlands.
 
Last edited:
Level 8
Joined
Apr 5, 2008
Messages
367
in regard to the lights, if you're using just light emitters or w/e they are, there is a maximum to how many you can have in an area, up until the point where they start clipping. you can fix that by moving existing lights onto the center of the clipping, hide the clips with other doodads or so, or just deleting the existing ones (the easiest way)
its really not recommended to use predone emitters, so you have a prelighted path and all as well as light attachments on certain units - especially if there's more than one unit.

Hmm okay, hope I understood it correctly.
So is there a light source cap limited for the camera field of view or just generally in the map or areas (like you cannot have more then 5 light emitters within an 200 AoE).
If it's the latter one than I could solved this by creating / removing the light sources dynamically.
Thanks for the infos!
 
Level 4
Joined
May 20, 2009
Messages
96
OMg dude please dont give up on this THIS SHIT IS FUCKING AMAZING! I SERIOUSLY HOPE IT COMES OUT GOOD, AND YOU KNOW THERES A WITCHDOCTER AND BARBARIAN AND WIZARD MODELS ON THIS SITE IF U ASK ME THE WIZARD AND THE WITCHDOCTOR WOULD BE WORTH IMPORTING. VERY NICE I CANT WAIT LOLOLOL THANKS :d
 
Level 11
Joined
Dec 21, 2008
Messages
766
OMg dude please dont give up on this THIS SHIT IS FUCKING AMAZING! I SERIOUSLY HOPE IT COMES OUT GOOD, AND YOU KNOW THERES A WITCHDOCTER AND BARBARIAN AND WIZARD MODELS ON THIS SITE IF U ASK ME THE WIZARD AND THE WITCHDOCTOR WOULD BE WORTH IMPORTING. VERY NICE I CANT WAIT LOLOLOL THANKS :d

Slooooow dooooown with caps mate.

Btw, Any news? :D
 
Level 14
Joined
Jun 13, 2007
Messages
1,432
This looks like a very promising map.
I'm a little confused tho, i can't seem to find a dl link for the beta map :S (I did read you took it down or something, but i really wanna test this map :D).

I also raped you. NO WAIT!! I mean... reped you*

We took down the demo since it's outdated.
 
Level 8
Joined
Apr 5, 2008
Messages
367
Okay I now got more time working on the map again and polish up the dungeon stuff and try some new skills for the Witch Doctor to make him more interesting.

Unfortunately BoneKnight seems to be still too busy to do anything even though he promised it multiple times :/
Thus we're still looking for modeler and texturer! So if you're experienced and interested p.m. me or Syltman :)
@ T4r
Nah, for now we're not exactly looking for a terrain. May change in future but we'll see.
 
Level 12
Joined
May 21, 2009
Messages
994
Yah well right now there's still little progress as I have no time at all. I need to learn for some very important tests at school : (

How come you think that school is more important than Warcraft 3!?!?!?!?!? [/Sarcasm]
I think it is much better that you focus on school instead of Warcraft. It is much more important and you can always work on the Diablo III map when you have a little freetime or something.
By the way, I love this project especially the physics.
 
Level 7
Joined
Aug 20, 2008
Messages
399
wow this project is awesome hope you finish this..whats gonna your other next project after this dante's inferno,clash of the titans?
 
Last edited:
Level 52
Joined
Dec 8, 2008
Messages
4,375
wow this project is awesome hope you finish this..whats gonna your other next project after this dante's inferno,clash of the titans?

mhm, I think you shouldn't ask them for new projects:
first: you don't know if they even make a new one
second: this map is far away being finished (i hope this is right :p)
third: they're currently busy with RF soo... :D

anyway, I <B the physics and I hope this map will get more diablo 3 hackn'slash feeling than the Diablo 3 Warcraft, wich is pretty standard wc3 (don't want to say their map isn't also good :p)
 
Level 14
Joined
Jun 13, 2007
Messages
1,432
Bump with wips of the outside, rocks might change etc. just want the feedback. The fog is perhaps a tad dense.

Also expect more updates to be coming soon ^^
 

Attachments

  • wip1outside.jpg
    wip1outside.jpg
    755.1 KB · Views: 123
  • wip2outside.jpg
    wip2outside.jpg
    733.9 KB · Views: 125
Status
Not open for further replies.
Top