- Joined
- Apr 24, 2012
- Messages
- 9,802
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First built off the Reforged prologue, this campaign has grown into an original remake, showcasing Quenching's functionality.
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There will be a patch for re-terraining after the other function settled, thanks!Ah, it was about time Quenching became noticed here.
I'm loving the ground textures, though I can't see the nonstandard variations. That rocky path leading up to Frostmourne is lovely to contemplate. Do you still plan to improve them further? Perhaps with auto-foliage generation? Doodads are not always blending well with the terrain, e.g. the cattails look a bit off in the evil warlock screenshot.
Amazing job nevertheless. Can't wait to see more!
Why would it be?so.. this wasn't april fools post?
I love thisThe pessimist in me tells me to try it before getting hyped. Devil is in the details.
The first ~30 seconds are standard Reforged. When the camera hides behind the trees and then refocuses the terrain, it's Quenching. It's not just the lighting; it's the shadows too, and it adds amazing depth. The forest actually feels like a forest now. The rough dirt has reflections as if it was muddy (if they made units leave footprints, I'd melt). It's incredible!Would be cool to have a side to side comparison video, bc other than lighting I don't realy see the difference...
How do you know this? I've been using the mod in Reforged melee games and single player custom games, didn't notice any perforce decrease.the mod style is endearing but not really much improved in the warcraft's quality.
the most importantly, the mod will be harder to run the game smoothly.
With this mod, the FPS reduction is not obvious? Deceiving yourself?How do you know this? I've been using the mod in Reforged melee games and single player custom games, didn't notice any perforce decrease.