Hi there folks. So Talavaj suggested me to post a preview what i done so far with male protagonist, any way there it is. He doesn't look that good how I imagine it, but still
, gona try few texture upgrades.





I may be interested, but it's your call!The protagonist is mostly likely gonna be voiced by me (if I get it right really) unless I find somebody who would like to contribute.
I want to ask some youtube people whether they would want to do some non-profit voice work, not being a story-driven mod (more a thought-provoking piece open to interpretation) the protagonist does not talk that much so I'm hoping somebody will take it.
If not I can at least ask, rite ?
As for that, yeah making a standalone game is far beyond my skill. I have zero knowledge in programming.
Whatta humble person
Yeah you're right, he's humble
It is very easy to make platforms walkable up and under with walkables. As many layers as you want.
You simply make your layout from stacked walkables then turn off every layer that is not active by playing an animation in which the walkable has all geosets hidden.
That being said, it is probably not doable in multiplayer, and pathing becomes even more of a problem because you would have to track pathing of every separate layer..
It is good however for level design that has identical pathing blueprints, such as in a building complex with multiple floors of the same apartment designs or for such things as top OR inside of a train. (yezz those are the settings I want to use it for)
You can do this completely seamlessly too.
Tcx arena is nice indeed, not sure if I could or should apply similar features though.
There will be physics in MM, not actual real-time physics but pre-baked physics using Havok 3 engine to enhance animation quality and for extra spectacle.
As for projectile physics Idk, most items will trigger on impact (glass bottles) and the player won't be able to jump.
Also, it that pic with all the trees, are the shadows pre-rendered or created some other way?
I'm afraid not, or not that I know of.
From what I gather ENB does not communicate with the game directly, hence why it can be used on virtually anything that uses direct 3D 8/9 to render the graphics.
This build has some experimental support for bump and parallax mapping, however I believe this is faked from the diffuse map (and ends up looking hideous as a result) but it does not seem to work in wc3.
These and reflection/water shader seem to be tailored specifically for San Andreas and won't work in other games.
Speaking of which, I noticed magos can add an environment map material tag but this does not seem to do anything in the game.
Heard anything of that ? Sphere mapping is simple but would be amazing to have even that. This is the kind of data that is not used I assume ? What else is there ?
Fascinating. I hope you can figure some of that out. You've already made NeoDex nearly as good as art tools, and better in several aspects. If you can figure some of that out and find some super awesome feature hidden within warcraft 3 NeoDex will go above and beyond art tools.
That drop shadow flag is particularly interesting. Drop shadow usually refers to a type of shadow used in 2d art, but if it's on a 3d geoset I have no idea what it means. Maybe they were trying to make a better shadow system? I have no idea.
Do you know anything about those two ??? flags?
I have no idea what constant color could be for.
I also have no idea what the sorting primitives flags are.
The full resolution flag sounds sort of like it might turn of mipmapping? Who knows.
Maybe some of this stuff was used in the Arthas vs Illidan model. If you open up the model file, you'll notice for one thing it actually has no animations. External animation file?
Also, if you watch the fight, you'll notice that both arthas and illidan have what I think is real time shadows.
http://www.youtube.com/watch?v=eB82pF_64mw Here is a video of the fight.
If you open the model up in the editor and look at arthas's face, you'll notice that although it has no animations, arthas's hair is blowing in the wind with what appears to be real time shadows cast by the hair.
There are several large black planes in the model, which are sort of shown in the fight, and several interesting particle effects, including what looks like snow falling up, and a bunch of smoke coming from the cave entrance.
You can also open up the cinematic illidan model, which appears to be the same or almost the same model used in the pre-rendered illidan cinematic in TFT where he summons nagas. Except the textures are messed up.