- Joined
- May 29, 2013
- Messages
- 1,566
There are still many things about Warcraft 3 models that are unknown to me; these are the ones I'm particularly interested in:
Sort Primitives Far Z flag and Priority Plane in particle emitters and materials have something to do with which objects are rendered over others, but no one really knows how they work.
What does the Alpha Key flag in particle emitters do?
What does the Camera Anchored node flag do?
What are Attenuation Start and Attenuation End in lights? They're set to 80/200 in almost all lights and changing their values doesn't seem to do anything.
What are ambient lights used for? The only model who has one is Doodads\Cinematic\ArthasIllidanFight\ArthasIllidanFight.mdx
Are Drag footprints (FDLL, FDLR, FDSL, FDSR) used anywhere?
What does the Drop Shadow flag in geoset animations do? It's rumored to reference some function that the shadow generating engine WC3 uses (File > Calculate Shadows in World Editor). I didn't notice any difference when I tested it.
I know that Modulate 2x filter mode exists, but is it even used anywhere?
What does the Constant Color material flag do? I thought that it was supposed to prevent the model from being affected by the DNC coloring, but it doesn't work; even if this flag is checked the models are still more blue at night.
No Depth Test and No Depth Set are only used for Skyboxes to make them always render behind everything else since it seems to disable depth sorting of any kind, but how do they work and what exactly does this mean?
Sort Primitives Far Z flag and Priority Plane in particle emitters and materials have something to do with which objects are rendered over others, but no one really knows how they work.
What does the Alpha Key flag in particle emitters do?
What does the Camera Anchored node flag do?
What are Attenuation Start and Attenuation End in lights? They're set to 80/200 in almost all lights and changing their values doesn't seem to do anything.
What are ambient lights used for? The only model who has one is Doodads\Cinematic\ArthasIllidanFight\ArthasIllidanFight.mdx
Are Drag footprints (FDLL, FDLR, FDSL, FDSR) used anywhere?
What does the Drop Shadow flag in geoset animations do? It's rumored to reference some function that the shadow generating engine WC3 uses (File > Calculate Shadows in World Editor). I didn't notice any difference when I tested it.
I know that Modulate 2x filter mode exists, but is it even used anywhere?
What does the Constant Color material flag do? I thought that it was supposed to prevent the model from being affected by the DNC coloring, but it doesn't work; even if this flag is checked the models are still more blue at night.
No Depth Test and No Depth Set are only used for Skyboxes to make them always render behind everything else since it seems to disable depth sorting of any kind, but how do they work and what exactly does this mean?
Warcraft III Art Tools Documentation said:No Depth Set – The object's polygons will not write to the depth buffer. This option is ignored when using Additive, Alpha, Modulate, and Modulate 2X blend modes.
No Depth Test - The object's polygons will not test the sort order from the depth buffer.