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[hybris] wc3 tech demo

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Level 17
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precisely, the current grass and the bush leaves are billboarded though.
there is occasional plane pop pup visible, especially in the shady areas but it isn't that bad overall.
that being said, the grass is quite a spam at the moment and only serves the purpose of demonstrating shading via model vertex coloring applied on all objects and traversing units.
variation will be worked on, but is not a major concern right now.
 
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there have been some people running around the hive, haughtily claiming to use "warcraft3" engine up to its full potential (by spamming lots of rips and HD textures obviously)

I find myself curious as to exactly who you are referring to here, do enlighten me.

Also, the models you use look pretty, but I see no real origianlity in this terrain, as you claim, nor do I see anything less a "spam of lots of rips and HD texture" in your terrain, I can gladly omit the "rips" part,
but the context as a whole still applies.

I am entirely aware of the fact that this might be a WIP, and can very well turn into something nice,
I'm just a tad irritated by your presumed to be arrogance, is all.
 
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@Keiji
Id refrain from name calling but I think the definition could apply well on mr/mrs ? Goris.
to clarify, I'm not demonstrating my 1337 "terraining" skills, hardly I can as I have never made a map a terrain nor anything else for wc3 before.

I'm merely demonstrating technology.
as for your originality complaint I have never claimed the terrain structure to be part of it.
Not that it is a concern whatsoever, despite that this scene was deleted altogether and will be replaced.
that being said, no there won't be flying chairs playing basketball, if that is the originality you meant and if you are unable to see the original aspect of the picture this cinematic may not be your cup of tea.

even though, I do believe the finished thing will be your cup of tea.
as to the progress, Im nowhere near an alarming rate as I'm making all the resources from the scratch on the go, not to mention I have other stuff to do.
It will be updated accordingly.
 
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The rabbit chase#1
a WIP, currently working on the tileset, not sure about the tile/grass ratio or whether there will be any tileset at all.

I'm quite happy with how the dust particles turned out, maybe Ill add a few more of them.
The log texture is a bit crap, didn't expect to make them this big, I may replace the texture with higher quality one later.
attachment.php


attachment.php


very very early water concept, it's a texture animation and filter testing rather than how the finished thing is gonna look like.
And it looks like I finally figured out how the texture animations actually work. (or rather, how they bug)
Either way, the current scene is for testing purposes only and doesn't demonstrate the quality of the final result.

update#1
water is still far from the desired quality and there seems to be a problem with caustics tiling.
I blame the game for not having displacement nor specular mapping.
Expect the stream alone to weight around 150mb.
Speaking of that, thought up a way in which real-time vertex shading could work, its effect would be limited though (to around the level displayed in the "into the rabbit hole" scene) but wouldn't be all that difficult to implement.


attachment.php
 
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Level 16
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Impressive! I am waiting for the completion of this cinematic!

Are all the materials something you developed? Or are they done by visual tricks like adding additive layers on materials and so forth! You could try making tutorials on what you did because some people could sure use these technique, from what I see this is some heavy resource consumer also.
However the water looks strange.
 
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it's a combination of model animation and triggers actually, the real time effects (lens blur, vertex shading and lens flare) are just model animations played under different conditions, but they aren't anything hard to pull off.

as for materials, foliage has an extra material layer that uses a "glare" texture in add alpha filter, it's different from the original texture and is mostly on the edges hence the "bloom" effect on some of the branches and leaves.
it doesn't show well in darkness, but if with omni light applied or under an additive light it shines bright.

also I've found out how to use baked shadows that scale with terrain too, in two ways actually, one of which can be animated (as soon as I find out how the texture tiles)
more on that later, they aren't in these scenes so far.
Will be in the next one.

However the water looks strange.
strange is a weak word, it looks like a piss.
the water in the screenshot is a regular wc3 waterfall, with displaced texture in linear texture animation. I've used the frozen throne gluescreen water for displacement map but it sucks. I'll have to make my own but it will be a pain, unless somebody thinks up something better.

So far most of the stuff is still WIP, I'll post some pic tuts once I'm 100% sure it works as intended and is actually a major enhancement.

p.s- yeah the forest scene has 25mb~ atm (without water) *lol* not suitable for online play. (some stuff can be applied on that though)
 
Level 34
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Where were you 5 years ago? :p

This is definitely interesting, I do hope you finish the project.
 
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Yes, this most confidently is interesting.
- Do you intend to release these models or this map when it is done?

Also, I do really want one more thing clarified,
when you talk about "plagiated work" and "the best" on the hive,
are you referring to models and modelers or terrainers and terrains?
 
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@Keiji

mapmakers actually, those who rip out models from other games, edit a geoset a texture or two and claim them to be their creative work.

and yeah I'll upload the resources afterwards. probably onto a remote server though as they may not be approved here (due to not meeting wc3 standards, aka crap too high poly, crap too big textures)

finally fixed crappy texture in logs without actually raising filesize (and realized that none of 3ds' texture settings actually carry over to wc3 and everything has to be done in UVW entirely, which also means I'll have to re-wrap some doodads I've made recently)
and bumpdate, these are actually pretty old but still:

early terrain-scaled accurate shadows concept (uses Nyuu's ubersplat rocks):
weee.jpg


I've actually found another way to make custom shadows scale with terrain, unlike ubersplats they aren't limited to 20 and can be animated as well, problem is I didn't figure out how to tile the texture properly.

and finally managed to create decent wetmaps, you could easily trigger them to appear only in contact with water and Idk what (if somebody actually has dynamic water, that is) note these rocks still lack render light texture and glare material (also disregard the mossy log, already deleted it):
hybriswetmaps.jpg


here is a WIP of a tree I quickly designed now, trying to create a fitting one for the scene, thinking of something in the lines of *couple of these trees enclosing the glade and only letting a bit of light through*.. ok just been told it looks like crap, anyways.
tree.jpg


voila finished:

This is finished whole geoset seamless glare material, glare is stronger when angled towards the global sun, omni lights or additive materials, strength of the glare material can be adjusted at will.
It's also sporting light-rendered texture and applied wet map (a WIP, looks more like ice rather than wet but meh I'll work on that later).
You can animate it like any other texture, meaning its translation, rotation, scaling, alpha and color.
It's of negligible filesize and shared among all the models that use glare materials.
Not to mention it's very easy to wrap and edit. The only downside is that it doubles the amount of polygons.
so far none of the hybris WIPs displayed this material (logs did, partially)

yeah that's default magos editor view.
attachment.php


and in-game look (the rocks that make up the bottom of the stream will be fully wet-mapped not partially)
hybrisrocks.jpg


speaking of that foliage uses similar material that is executed differently though. It can only be applied on flat texture planes and transparent textures and kinda makes the gnawed texture edges look more pleasant and produces a heavy specular on highlights (additive layers, omni etc etc).
attachment.php


oh and @Gilles
I joined the hive in 2006, lurking under a different name.
This is a second account I made due to losing access to the original one.
 

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@Fan
moar moar constructive, define messy.
resources not matching each other in the quality or style ? poorly done terraining ? or artificial look ?

@Adiktuz
can't expect it to run on the same machines that would be sufficient for the regular wc3 environment of course. the current scene runs at 60fps on this computer and around 40fps in grass intense scenes on the laptop.

it's very easy to implement performance optimizing system, in fact the lens blur was developed with intention of it being used as such.
what it does is, it turns all doodads outside of your desired radius into billboarded planes effectively killing most of the polygons on screen.
ultimately though considering the top-down display of wc3 this is not really a concern.
but it could be useful for projects that use 3rd person camera display.

a level of detail toggle is in works, as simple as pressing esc button that will get rid of most of the grass (and of some other minor details), to make up for the loss of the eye candy low level of detail display replaces most of the vertex shaded grass with accurate shadow maps on meticulously crafted terrain tileset.

that being said current grass is far from being optimized, but a new design is being worked on, a gameplay-ready grass that looks decent even from overhead camera.

speaking of that I could update with some low-LOD screens soon.

display on:
grassultimate.jpg

grassmedium.jpg


the medium grass has 85% less polygons for the price of worse variation (even though it will be better than the current preview)
and here is how it actually looks like from the above, nothing special but way better than just plane edges:
grassfromabove.jpg
 
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Level 16
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Talavaj! This is beyond me I swear!
I am mostly interested in the new way of making shadow and the glare materia, I want to use them in my map.

aka crap too high poly, crap too big textures
Don't tell me you used textures even bigger than 1024px `cause that's just crazy! And how are you going to make wc3 display such big textures, you know that w3 resize and display all textures bigger than 512px back to 512px in the gameplay mode or did you found a way around this problem.
I want to know if your systems and techniques are efficient enough for playable maps.
 
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@toby
Still didn't get the second shadow technique to work properly, I'll look into that tomorrow.

none of the textures I used are above 512x512, I found out when I was trying to make the logs look better but failed, there doesn't seem to be a workaround for that.
but that doesn't really matter as you can UVW tile texture in wrap.
the current state is ok actually, wc3 seems to have problems displaying high quality textures and starts to crap up at some point.
the log in the screens is the old one.

as for tilesets you can essentially quadruple the quality of the ground texture with ubersplats but that I suppose you already know.

speaking of materials came up with a new one, considering the glare material is good for smooth shiny surfaces like armor and weapons a new one for bumpy surfaces is in the development !

looks promising, and I can see it raising HDR nicely.
specularburn.jpg


edit#1
low settings tile modified to keep the feel and look of the ultimate grass as much as possible.

current benchmark on intel celeron 2.0 ghz with 768mb ram and FX 5200 runs low settings at roughly 20 fps
(obviously medium and ultimate are at state which we could call unplayable, even though medium can struggle up to as high as 20 fps in non-foliage heavy scenes).
your common mid-range consumer laptop with i3/i5 4gb ram and HD5650/GeForce 310m will do just well, running ultimate with 1280x720 resolution at sufficient 40+ fps in most of the scenes.
and owners of desktop gpus not older than 2010 should enjoy the whole presentation on ultimate settings in rates of and slightly below 60 fps.

considering worse than pleasing performance on older computers, some of the features in low and medium settings may be optimized, that in form of reduced texture, specular burn material and screen material quality, aside that all settings will have a lens blur toggle which will allow to turn off lens blur during the presentation. These optimizations won't come to an extent of defeating the purpose of the demo naturally, and even the presentation on low settings will be more than pleasing to the eye (and will even feature techniques limited to this setting as well).
expected recommended system specs, (at playable rates of 30 fps and better, following information may change):

Low settings, 1024x768:
CPU: Intel pentium 4 2.0 ghz or better
RAM: 1gb
GPU: GeForce FX 5900/Radeon 9600 or equivalent

Medium settings, 1280x960:
CPU: Intel Core 2 duo 1.86 ghz
RAM: 1gb
GPU: GeForce 6800/Radeon X800

Ultimate settings, 1600x900:
CPU: Intel Core 2 duo 1.86 ghz
RAM: 1gb
GPU: GT 240/Radeon HD 5570 or equivalent

maximalow.jpg

and a comparison of the rabbit hole scene
Ultimate setting:
intotherabbithole.jpg

rabbitholelow.jpg
 
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MAXIMA meets openGL

messing around the net randomly I figured out that running one of the test maps in openGL rather than Direct3D increases the ultimate setting's performance by whopping 20fps without any kind of significant picture quality loss. (even though mip mapping on openGL is fairly worse than direct3D it seems)

MaximaopenGL.jpg


and got intrigued in the option to allow local files, this way you could technically make heavy resources multiplayer maps playable online.
Wonder what kind of standpoint would Blizzard take against this, as it is clearly beyond just simple worldEdit allowed capabilities.
 
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OpenGl is the native graphics API used in linux/MAC OS version if I'm not mistaken.
you can run the game in open GL on windows as well, I suppose many do, it's even posted on the official site somewhere. I didn't really pay all that much attention but tried it out just for the heck of it and it runs much better than direct3D, surprisingly while looking not all that worse, except for the poor texture filtering (or whatever is the cause for the apparent drop in texture quality)

as for the local files, I don't really know if it would work/is allowed to do so. it just came to my mind that it could make online maps with resources over the battlenet limit, playable online.
Well not that I'm interested in making any online maps just being nosy.

and yeah glare materials are a duplicated mesh with different properties, the reason behind that is because the glare layer cannot use the original wrap of the mesh.
either way this screen is only a test map and the models are no longer in use (also rocks changed the material from glare to specular burn, and the logs were replaced completely).
I won't update until I get some significant progress done (this scene + the serene cliff done/in works) as soon as I finish the work I'm currently occupied with I'll post update on the four of my other unannounced projects.
 
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It may be possible, but it sounds like quite a requirement for bnet users. The audience would be abysmally small if everyone was forced to do switch to Open GL. Also the file size increase allowed might not be that great or nonexistent in the case that wc3 tries to check the file size when the game is being hosted/found in the map folders.

As for campaigns I could see at as something maybe worthwhile but it's still kind of a strange hack really that loses quality on textures. But the fps don't really lie however since 50 fps is a hell of a lot more bare-able than 30 fps.
 
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actually openGL is optional wc3 setting and is not related to this map in any way, just that the cinematic runs poor at some set-ups with openGL you could achieve acceptable framerates even at lower range computers.
not only that the tested gpu is AMD, known to have not so well openGL performance, it could run even better fps on GeForce cards.

as for local files, I did not exactly try them out yet but from what I understand it allows you to load files from a folder you set up instead of the wc3 mpq, I don't know whether you can create your custom file hierarchy or have to use the paths specified by the original mpq, but yeah. In other words the files you would otherwise import into your map are loaded from the local files thus they are not needed in the map anymore and that way you can use even hundreds of mb of data while keeping the map size below 8mb. (and won't mess up with any of the mpqs) and can simply turn local loading off once you are done with the map. also drawback is that the world editor is unable to load the files, so you will have to work with imported files then remove them once your map is complete.


Lost in the Light
- project has begun, cast your votes !
(did you really think a cinematic was really all I was planning to use this on ?)
 
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Local files no longer work on bnet(a recent patch broke it). It causes people to get banned from wc3 until they un-enable them. That at least happened to me.
 
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stumbled upon the latest san andreas ENB mod by Boris Vorontsov and it looks like quite a few of the features work in wc3 well.
following features that appear to work ok are:

Ambient occlusion
Bloom effect
Depth of field
Motion blur

anti aliasing
anisotropic filtering

ambientocclusion.jpg

tranquilgladeENBdepthoffield.jpg

rabbithole.jpg


some of the features are slightly messed up (depth of field namely) I'll try and contact the creator whether I can modify his d3d setup
I'll experiment with gta 4 and deus ex 3 variants later

EDIT: motion blur looks epic in the editor, however it looks like piss in-game
 
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