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HybrisFactory - Terraining and Mapping Resources

Level 17
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Jan 18, 2010
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1,122
Here are the default leaf textures, which one you consider the suckiest ? In any case, I may simply make more alternate leaves later on that you will be able to simply swap for the "vanilla" ones if you don't like them.

185888-albums6426-picture81283.jpg
 
Level 2
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Jan 21, 2014
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33
I just died, I absolutely can't wait to see the trees.
Also I agree on the orange as well. However we are lacking autumn themed vegetation so any are welcome.
 
Level 17
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Jan 18, 2010
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I'm still playing around with optimal leaf mesh shape/density until I find out how the make the biggest trees efficiently.

But here is a medium small swampy tree as an example. Each kinda thing has its own "details" like the swamp set having the spanish moss, some other trees have ivy and vines some have fern moss etc etc.
So do rocks crag rocks have some dry bushes and tufts growing from between the cracks, mossy rocks have fungi/fern moss growing on them etc etc.
I'm trying to put as much detail as possible but the filesize is a limitation. The pack is already bigger than manor and kingdom combined simply because the textures have to be higher in filesize to look decent at least.

185888-albums6426-picture81289.jpg
 
Level 17
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Jan 18, 2010
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1,122
Tulips nope, not at the moment at least. More generic foliage will come around first.
That being said I started animating, stuff. Turned out the way I want to animate foliage is just soooo tedious in case of the big trees lol.
Also made "clever" particles, for falling/floating leaves, pollen and fireflies and they look damn gorgeous though I'm unsure how big of a performance hog they are.

You are free to suggest things, I will eventually make most suggestions.
 
Level 2
Joined
Jan 21, 2014
Messages
33
That is very exciting news!! Would you be able to share what tree types you have in the works? As I'm eagerly awaiting the pine/fir :)

Also a big thanks for taking the time to create these, you're going to make a lot of mappers happy!
 

bethmachine

Banned
Level 8
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Nov 4, 2012
Messages
419
These are all great, but what I would really want is if you could make some pine trees cause I'm tired of seeing that pack everybody uses (forgot the name) :).
 
Level 2
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Jan 21, 2014
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33
An idea just entered my head, water in Wc3 looks out-dated in comparison to most of the models we get nowadays, I don't know if it's possible to replace the original water image but that would definitely be a game changer.

Perhaps just your own custom take on the waterplane model a lot of people use or a waterfall model, what do you think of this water texture? These are ideas for if you get bored :p
http://i.imgur.com/aDn9M.jpg (Link because the image is very large)
 
I just wanted to chime in to say THANK YOU in the name of the entire WC3 modding community. I think I'm speaking for everyone here.

This is probably the best and most useful user contribution ever made in terms of models.
I love your dedication and focus on keeping the filesize as low as possible while still providing highly detailed models.

I'm dying to get my hands on your environmental package when it's done.
 
Level 2
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Jan 21, 2014
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33
I second that, I feel that this in conjunction with Azothan's channel will add new life to the community, thank you very much for taking the time to do this!
 
Level 17
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Jan 18, 2010
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1,122
Thank you for the support ! I had my hands full lately but it shouldn't take much longer.
As for the other request/comments.
There will be fir and pine models and a torch model is something I need to finish for the next update of the modular kingdom.

As for water I tried a few things with a custom water plane but it always comes down to filesize or poor optimization.
However the river on the pic is something I'd very much like to make.
 

Deleted member 212788

D

Deleted member 212788

Hmmm, I think I know something which might be a neat addition to the pack - Wall Ramparts - like these:
hqdefault.jpg

470481796.jpg
 

Deleted member 212788

D

Deleted member 212788

Has it been suggested before? if so, I'm sorry, haven't noticed.
 
Level 11
Joined
Jan 30, 2010
Messages
548
Also made "clever" particles, for falling/floating leaves, pollen and fireflies and they look damn gorgeous though I'm unsure how big of a performance hog they are.

You are free to suggest things, I will eventually make most suggestions.

Suggestion: Please make particle models of blowing dust and a dust devil if you can.
Dust devil should be smaller than in this pic. Dust devils usually don't last long and quickly disintegrate. Please if you get time in the near future, consider taking this request.
 

Deleted member 212788

D

Deleted member 212788

Hah, you mean Taurus Demon? He's prolly one of the easiest bosses in all of Dark Souls and Demon Souls yet getting kicked off of the wall is not fun xD.
 
Level 2
Joined
Jan 21, 2014
Messages
33
Take all the time you need Talavaj, I know that art can't be rushed :p
I'm looking VERY forward to seeing the trees.
Would you be able to elaborate on ground foliage? Can we expect a grass model, more plant variations, or flowers?

Anyways that's enough from me :) I'll wait patiently til you've finished this awesome pack!
 
Level 17
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Jan 18, 2010
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1,122
Yeah there is some grasses, ferns, some small bushes, some flowers, some unique flowers (burning flowers and magical glowing flowers that emit light) some mushrooms and then cluster "undergrowth" models which are simple small models that are smaller than bushes but are clustered like clover bed, leafbed, with occasional rock, mushroom or twig in the mix.
 
What I think is needed desperately in the models section are good swamp type models. Crooked trees, mossy stones, straggling plants, etc. ...
This and winter models, but I see you already have that in mind.

There's already a huge selection of forest trees and shrubs available; just winter and swamp are missing a lot.
 
Level 17
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Jan 18, 2010
Messages
1,122
The leaf density is still an issue I think, but I don't wanna resort to those ugly "clump" textures but I may have to given it would probably be the most efficient option.

And here is an update on the fir type model. There is all in all 5 fir models, a dense medium one with no visible trunk, unusual one with split trunk (2 crowns), old tall one with only a small crown and broken branches for most of the trunk and two small bushy types.
185888-albums6426-picture81913.jpg
 

bethmachine

Banned
Level 8
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Nov 4, 2012
Messages
419
Talvaj is there any chance you could make like castle packs, cause of the ones I've seen aint that good (refer me to some packs if you can) could you keep making trees and plants like those of the swamps and maybe make villagers for the villages (maybe they can put atachments made by you for variation of villagers) these are all just suggestions) Nice work they all look amazing...Keep making quality models. :)
 

Deleted member 219079

D

Deleted member 219079

Man those firs look amazing :) can I make them act like ordinary trees in we?
 
Awesome update on the firs and trees.

Just a suggestion from someone who edited a lot of tree models in the past for that purpose:
It's always a nice feature to have the tree crowns "fade out" by applying a 50% transparency to blend material (and disabling the non-transparent materials at the same time) with one animation (preferably stand alternate, then use morph and morph alternate for small 2-second animation to fade in and out of this transparency). This allows scripts that makes those tree tops transparent for units to be seen behind them.

Just suggesting you think about adding such an animation aswell. It's quite simple to do, but extremely useful.
 
This allows scripts that makes those tree tops transparent for units to be seen behind them.

Just suggesting you think about adding such an animation aswell. It's quite simple to do, but extremely useful.
That's a good call man:wink:
Btw those firs look great oh mighty Talavaj:thumbs_up:

We appreciate your huge effort into making these awesome models (the textures look sweet)
 

Deleted member 212788

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Deleted member 212788

A variation which looks different than Fin's fir is never a bad thing.

Good job, but I see this not really fitting to other Warcraft 3 terrain assets so I'll probably not gonna use it that much.

Trust me, you can make this look amazingly with the right tiles and some other plants from this pack. Fine work Talavaj, the style is truly something we don't have a lot of and we need it.
 
Level 28
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Oct 28, 2011
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4,758
@Don Svetlio

I'm fully aware of that but my point is that it will be a shame if I can only use those models with this pack because I'm the kind of terrainer that don't want to limit myself to just a few certain assets. I make playable maps using war3's assets and blend it with custom assets like ogare's, b2m's, utm 3.0 etc and they work really well with each other.

I used this pack for my current project and I'm already being limited to a certain assets because Talavaj's texture doesn't fit with the usual materials I use. I'm not saying Talavaj's works is bad, because I myself love them, it just that it lacks flexibility.
 
Level 17
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Jan 18, 2010
Messages
1,122
Yeah I'm aware that my models don't go well with some other stuff.
Hence why I make a bunch, so the variety is as high as possible within the pack itself at least.
Though the idea is that you can easily swap textures to fit your set better.

I can make the default trees see through yeah, that is a good idea especially given that there are some really big trees.
Stream models, haven't done much with them since.
 

Deleted member 212788

D

Deleted member 212788

@Don Svetlio

I'm fully aware of that but my point is that it will be a shame if I can only use those models with this pack because I'm the kind of terrainer that don't want to limit myself to just a few certain assets. I make playable maps using war3's assets and blend it with custom assets like ogare's, b2m's, utm 3.0 etc and they work really well with each other.

I used this pack for my current project and I'm already being limited to a certain assets because Talavaj's texture doesn't fit with the usual materials I use. I'm not saying Talavaj's works is bad, because I myself love them, it just that it lacks flexibility.

Well, that's the beauty of his texturing style, you can make, or ask someone to make, any type of custom texture you want for them. Not only that, you can also apply his textures to other assets (the same thing I've done with a few for my project). Not to mention the amount of combinations available with 3 texture packs.

Personally, I very much like vanilla rough wood + pragmatic cobble. Looks very nice when used together.
 
Level 28
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Oct 28, 2011
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4,758
It lacks flexibility? How come, when you can easily change the textures of his assets?

His pack is fully flexible, I think what you mean is compatibility... by default yes it isn't compatible but a simple change of texture will make it compatible with those...

I don't really know where you guys getting that "just change the texture blah blah blah". If you guys can just make your own texture for this assets then good for you and suck for us who can't draw shit.

The thing is, almost every terraining assets I use like b2m, refugee in ruins, utm 3.0 some retextured version of refugee in ruins like the 'Draconids Start' and Nan0's version, and even the WoW terraining maps (Western Province, Twilight Doodads, Nexus Doodads etc.) can be used all together so it just sucks that Talavaj's 'Stone & Sword' can't be blend with them.

EDIT:

Hmmm, I just remembered Toby's Ruin pack, maybe that will blend with Stone & Sword.
 
The fact remains that the models are flexible because you can re-texture them. As long as it's not so much higher poly than the other models, a re-texture can probably solve it.

It doesn't matter if you can actually do it or not... Just because you cannot do it yourself (I can't either, at least not from scratch) doesn't mean that the model itself is not flexible... Saying that it's not flexible because you can't do re-texturing yourself is like saying that programming languages do nothing since you cannot code yourself...

+ As Talavaj said, he's doing a lot of resources of these style... So you just need to wait in case you really want them... A map using completely these resources will probably look really good :)
 
Level 28
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For cheap sake, its not about texturing, its the point that its pretty disappointing that Talavaj's Stone n Sword doesn't blend well with most of the available assets that you can download. How did it go this far when all I said from the start is:

A variation which looks different than Fin's fir is never a bad thing.

Good job, but I see this not really fitting to other Warcraft 3 terrain assets so I'll probably not gonna use it that much.

It not really about me cannot draw or something, if you're going with that because I said flexibility somewhere then scratch that, it just me having a shitty vocabulary, my point right from the start is that I'm just disappointed that I cannot use it side by side with the usual stuffs that I use. I'm not discrediting Talavaj, I'm just a little disappointed not with his fine work, but the thing that I said earlier.
 
That is why on my very first reply I already stated that I think what you might want to say is "compatibility" (on the get-go)...

Though as I said too, it can actually possibly be fixed if you can re-texture ( you might even have success by just finding a default wc3 texture and putting it there)

anyway, it's either you use it right now and try to fit it, or wait for more resources to come. :)
 

Deleted member 212788

D

Deleted member 212788

For cheap sake, its not about texturing, its the point that its pretty disappointing that Talavaj's Stone n Sword doesn't blend well with most of the available assets that you can download. How did it go this far when all I said from the start is:



It not really about me cannot draw or something, if you're going with that because I said flexibility somewhere then scratch that, it just me having a shitty vocabulary, my point right from the start is that I'm just disappointed that I cannot use it side by side with the usual stuffs that I use. I'm not discrediting Talavaj, I'm just a little disappointed not with his fine work, but the thing that I said earlier.

I know, I'm sorry I went a totally different direction here. However, the reason, at least to me, that the discrepancy comes not from these models alone but the poor quality of some of the older assets. I myself too find it difficult to blend them sometimes. Anyway, seeing as Talavaj's progress, that issue will be becoming smaller and smaller in the future, if you ask me. One thing not a lot of people know about, there are a number of free asset packs on the unity store, some of which assets are located on XGM. I've found a neat pair of statues this way ^^.
 
I know, I'm sorry I went a totally different direction here. However, the reason, at least to me, that the discrepancy comes not from these models alone but the poor quality of some of the older assets. I myself too find it difficult to blend them sometimes. Anyway, seeing as Talavaj's progress, that issue will be becoming smaller and smaller in the future, if you ask me. One thing not a lot of people know about, there are a number of free asset packs on the unity store, some of which assets are located on XGM. I've found a neat pair of statues this way ^^.
Those statues are fantastic don ^^
Anyway you're right about the older assets. Well progress outshines some older models eventually. It's great to see those fir trees worked on Talavaj. (I like 'em_
 
Level 17
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Jan 18, 2010
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1,122
That being said, I can make a texture pack that is closer to vanilla or to some other common resources too.
I was messing with in-game textures before but the game uses atlases rather than single textures making it very hard to find a fitting texture.
 
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