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Night Elf <Ancient Tile-Set Color Camouflage> ?

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Why can't Night Elf buildings change color of leaves and trunk based on the actual tile-set? Was Blizzard too lazy to implement this feature? After all, ground textures for buildings did change colors according to the tile-set, but what about the ancients (buildings)?

Since Night Elf ancient buildings are ancient tree-like buildings who must camouflage the color in the actual area they have rooted-in. It was pretty unrealistic and terrible to see that ancients look like they are in a middle of the summer in every terrain tile-set;
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AFAIK, units can't do that. That's just how blizz made that I guess. If it were like that, this would be way more useful or easier to use.

Also, the ancients doesn't have any other skin to use. :p

Well they could have just created every texture for the ancients to use in a certain tile-set, ex: Lordaeron Winter = Snowy Ancients Texture (.blp). It would be much more pretty, I mean I just hate seeing Lordaeron Summer ancients in the middle of winter. :/
 
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WC2 goldmines had a different rock per tileset, Outlands one was a black volcanic obsidian rock and it was icy rock with snowed top on arctic terrain. Also all building roofs had few patches of snow and ice stalactite's hanging down roof edges when in arctic theater. Orc main building level 1 had laundry hanged out on a wire to dry that got replaced with christmas lights on snow terrain.

As for here, you must look how and what enables the ground texture to display the variation. If i got this correct that texture is one piece, has variations within that gets displayed according to what the map's tileset is.
 
WC2 goldmines had a different rock per tileset, Outlands one was a black volcanic obsidian rock and it was icy rock with snowed top on arctic terrain. Also all building roofs had few patches of snow and ice stalactite's hanging down roof edges when in arctic theater. Orc main building level 1 had laundry hanged out on a wire to dry that got replaced with christmas lights on snow terrain.

As for here, you must look how and what enables the ground texture to display the variation. If i got this correct that texture is one piece, has variations within that gets displayed according to what the map's tileset is.

Thats the point, WC2 had more tile-set diversity than WC3 has. Blizzard entirely got lazy to code something that could change building texture according to tile-set. I mean, it just looks stupid- Human Buildings with no snow on them in snow-tile-set, Undead buildings have no snow (on the roof) in snow-oriented tile-sets.


Sounds like a task you should do!

I await the maps! (plus the ai I been waiting for!)

I.. am not expert at AI. I already told you where I am stuck, I needed his map for checking triggers. (Off-Topic)
 
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AFAIK, units can't do that. That's just how blizz made that I guess.
Not strictly true, at least in this context.

If you've ever used the beastmaster, you may have noticed that the summoned bear can change colour depending on the tileset.

Inside the main war3/war3x.mpq files, there are other MPQs with single-letter names -- one for each tileset. These override files in the main MPQs per tileset, so Blizzard could have added replacement Ancient textures in these archives to make tileset-specific colour schemes.

Probably they just never thought of it. It's not like the game is lacking in recolours in general...
 
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