Warcraft 3 Classic Remastered

A simple high-resolution texture mod for WC3 Classic graphics. It remains faithful to the original visuals in every respect. While also improve in-game UI and other stuff.

Followers
6
Downloads
560
Views
2,920
Start date
Last updated
Rating
5.00 star(s)

Introduce Warcraft 3 Classic Remastered

Did you know that, With Reforged released, blizzard has been taking little care of classic graphics?
You might think that, they didn't touch it at all. But in reality, blizzard has been downgraded classic graphics for years.
Blizzard choose an ancient BC3 format for Reforged compression.
There is BLP format, which is what the original game is made of.
During the conversation from BLP to BC3, image quality gets butchered.
The less pixel a image has, the worse it gets. So for icons, it only has 64*64 pixels. They became a total nightmare. Other textures are affected too.

This is not what people think: Warcraft 3 Classic is 25 years old, should it look blurry on a modern display?
It's been intentionally hurt by Reforged team.

So here goes Classic HD (blizzard's HD) ?
What blizzard tring to do,is using a terribly trained AI model, to do a terribly 4x or 8x upscale.

Which means 93.75% and 98.44% information is "fabricated" by AI.

that kind of AI model can only restore information it learned from its training data. Most fantasy texture in Warcraft 3 can not be recognized by such model at all. What we need is a restoration model that learn image degradation and revert the process so It can handle any image it never "saw" before.

The unit and building texture are just another mess. Reforged team use a soft and denoising AI model, likely realESR family. Because they don't resolve any real details at all. The night elf buildings take a hit and become cartoon style. It's not that realESR models are all bad, but Blizzard choose a worse one.

So, Warcraft 3 Classic Remastered took a total different approach. At first it seems impossible to restore all Warcraft 3 textures. As there are so many of them.
The files is organized as these types:
Unit and buildings
Terrain
Tree
Icon and UI
VFXs
VFXs with alpha channel
There are 5000 to 6000 of them. It takes very long to sort them out.

We use a faithful and rich in detail AI model to upscale the RGB channel.
Then for every transparent texture, we use different models to restore the alpha channel. Or maybe use simple cubic filter to preserve the looks.

After the initial upscale process, I check the results in game, tested some maps, build every units to see if it was right.
Some textures were not well upscale by one model, so I choose another. Luckily, there's only few of them. They were fixed manually.

When all textures are finished.
It's now possible to play the original classic graphics at 4K display without any blurry and artifacts.

classic4k01.png
reforged01.png

Left: Classic Remastered Right: Reforged UI with AI HD icons

屏幕截图(1163).png

Top: Classic Remastered icons

屏幕截图(1167).png

Down: Classic icons

Building comparison (Actually no need to zooming in this close....)

building.jpg



Then I take a look of the UI.
Warcraft 3 2.0 patch remove the side panels for classic HUD. So I took a step further, remove the top side bar too.
屏幕截图(1202).png


A new selection circle is added.
屏幕截图(1199).png


I also make upresed cursors, HUD.
The menu cursor is reverted to classic too. Why not?
屏幕截图(1225).png



Then I noticed that poorly compressed screenshots of campaign background is used in classic graphics.
As you already have 3d rendered campaign background. Why look at a low res screenshot? Let's fix this.
屏幕截图(1224).png


There's a iconic human vs orc background when you load credits from RoC and TFT.
It was changed to Trall and tauren chieftain artwork. Let's fix that too.
屏幕截图(988).png


Speaking of RoC and TFT, many players remember the game as it's TFT. So let's make the score screen more familiar. The classic spellbreaker, warden, crypt lord and shadow hunter maybe?
屏幕截图(927).png


So I took as many looks as possible. I hope you enjoyed the improved Warcraft 3 Classic. I will learn from any feedback too.
 
Last edited:
I was able to tell a quality difference right away! Thank you for this.

I will also add, it does mess with Reforged HD Cinematics.
 
Did you know that, With Reforged released, blizzard has been taking little care of classic graphics?
You might think that, they didn't touch it at all. But in reality, blizzard has been downgraded classic graphics for years.
Blizzard choose an ancient BC3 format for Reforged compression.
There is BLP format, which is what the original game is made of.
During the conversation from BLP to BC3, image quality gets butchered.
The less pixel a image has, the worse it gets. So for icons, it only has 64*64 pixels. They became a total nightmare. Other textures are affected too.

This is not what people think: Warcraft 3 Classic is 25 years old, should it look blurry on a modern display?
It's been intentionally hurt by Reforged team.

So here goes Classic HD (blizzard's HD) ?
What blizzard tring to do,is using a terribly trained AI model, to do a terribly 4x or 8x upscale.

Which means 93.75% and 98.44% information is "fabricated" by AI.

that kind of AI model can only restore information it learned from its training data. Most fantasy texture in Warcraft 3 can not be recognized by such model at all. What we need is a restoration model that learn image degradation and revert the process so It can handle any image it never "saw" before.

The unit and building texture are just another mess. Reforged team use a soft and denoising AI model, likely realESR family. Because they don't resolve any real details at all. The night elf buildings take a hit and become cartoon style. It's not that realESR models are all bad, but Blizzard choose a worse one.

So, Warcraft 3 Classic Remastered took a total different approach. At first it seems impossible to restore all Warcraft 3 textures. As there are so many of them.
The files is organized as these types:
Unit and buildings
Terrain
Tree
Icon and UI
VFXs
VFXs with alpha channel
There are 5000 to 6000 of them. It takes very long to sort them out.

We use a faithful and rich in detail AI model to upscale the RGB channel.
Then for every transparent texture, we use different models to restore the alpha channel. Or maybe use simple cubic filter to preserve the looks.

After the initial upscale process, I check the results in game, tested some maps, build every units to see if it was right.
Some textures were not well upscale by one model, so I choose another. Luckily, there's only few of them. They were fixed manually.

When all textures are finished.
It's now possible to play the original classic graphics at 4K display without any blurry and artifacts.

View attachment 574669View attachment 574670
Left: Classic Remastered Right: Reforged UI with AI HD icons

View attachment 574671
Top: Classic Remastered icons

View attachment 574672
Down: Classic icons

Building comparison (Actually no need to zooming in this close....)

View attachment 574675


Then I take a look of the UI.
Warcraft 3 2.0 patch remove the side panels for classic HUD. So I took a step further, remove the top side bar too.
View attachment 574664

A new selection circle is added.
View attachment 574674

I also make upresed cursors, HUD.
The menu cursor is reverted to classic too. Why not?
View attachment 574668


Then I noticed that poorly compressed screenshots of campaign background is used in classic graphics.
As you already have 3d rendered campaign background. Why look at a low res screenshot? Let's fix this.
View attachment 574667

There's a iconic human vs orc background when you load credits from RoC and TFT.
It was changed to Trall and tauren chieftain artwork. Let's fix that too.
View attachment 574666

Speaking of RoC and TFT, many players remember the game as it's TFT. So let's make the score screen more familiar. The classic spellbreaker, warden, crypt lord and shadow hunter maybe?
View attachment 574665

So I took as many looks as possible. I hope you enjoyed the improved Warcraft 3 Classic. I will learn from any feedback too.
Lovely work :)
Though j am not sure if selection sircle needa tk be this sharp. I like how soft auras and selection circles look in Wc3. It gives them an actual look as if they glow, same as hero glow, not really something that on its own needs an upscale.

Unlike the textures of units and especially shared texture sheet doodads.
 
Lovely work :)
Though j am not sure if selection sircle needa tk be this sharp. I like how soft auras and selection circles look in Wc3. It gives them an actual look as if they glow, same as hero glow, not really something that on its own needs an upscale.

Unlike the textures of units and especially shared texture sheet doodads.
I remember the circle is named as something similar to _unitselection.dds
Couldn't remember exactly.
I think it's pretty obvious it's the only file with prefix "_" in the UI folder.
 
Back
Top