• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[Cinematic] Over The Hills Project

Status
Not open for further replies.
Level 16
Joined
Sep 19, 2011
Messages
829
210613-albums6110-picture76520.jpg


210613-albums6110-picture76521.jpg


The cinematic takes place in a fictional present time with a dominant old world western style and culture. Although you should expect some sort of country music the soundtrack is set mainly on Rock and Roll - Nightwish albums that match the overall look of the snowy town in the map.
Visually the map deviates from any general warcraft 3 cinematic to a more realistic environment look with a touch of cartoon style and a progressive visual upgrade in every episode. So why change everything and use the same old wc3 models for the characters? Simply because I still want to maintain a classical wc3 look at least for the characters not to mention they are a lot easier to animate.

Category: Action, Comedy, Drama, Fantasy, Romance, Sf

Episodes: 3
  • Over the Hills
  • Over the Hills - The escape
  • Over the Hills - The dark eye _ Final Conclusion
About myself

I'm no more, no less than a terrainer here. I have little to poor knowledge of jazz and storytelling or writing, its not even my specialty, heck, I'm not even good at telling jokes. Aside from terraining I'm studying a lot of modeling lately especially in programs like 3ds max, etc. I'll be expecting harsh criticism from cinematic makers and it's more than welcome.

Characters

In development - but there's one thing you should know. There are certain items - fragments originated from space that are treated like characters themselves, example Star. There's not much information from the first episode but it's going slowly build up from the next.

Credits
Although I've been working solo there are some people who should be mentioned here. I'll have to check the list before I post.

  • tobyfat50 - Author and Director
  • Talavaj - Technology and design: "Faux Parallax", help on bump mapping
    and other useful information thanks to which nothing where possible
  • Garfield1337 - Some help on Filter units
  • Gekigengar - Useful help and support on coding and other features
--------------------------------------------------------------------------
210613-albums6110-picture65434.png


Over the Hills Episode 1


There's not much to say about this episode, it's introductory, a pilot that just took off.
Contains:
  • HQ models and textures, some made by me for example: some doodads, rocks, terrains (mountains, etc), efex, scene montages, backgrounds, houses and other objects made in 3ds MAX5; wow or wc3 models with enhanced textures; modified or enhanced wow textures, textures made entirely by me or textures form free texture sites (you can finde this textures on any free texture site out ther) and also some free model trees. The skins for the main character (villager model), the bad guy (villager model), the female (villager mode - red dressl) are all my personal creation.
  • Simple warcraft 3 triggers.
  • Simple native cameras.

Galery Showcase

Graphics and Technology
Additive material for extra lighting

210613-albums5079-picture51328.jpg

210613-albums5079-picture51325.jpg

210613-albums5079-picture51337.jpg

210613-albums5079-picture51334.jpg

210613-albums5079-picture51333.gif

210613-albums5079-picture51337.jpg

210613-albums5079-picture51336.jpg

210613-albums5079-picture51347.jpg

210613-albums5079-picture51351.jpg

210613-albums5079-picture51352.jpg

210613-albums5079-picture51362.jpg


Visual techniques that never made it in the first episode

Scripted Image based Tiles over 1024px resolution

210613-albums6110-picture76533.jpg

210613-albums6110-picture76532.jpg


Dynamic bloom effect
This was basically just a blurred version of the unit on a plane scripted to respond to certain environments. It had no use but maybe I'll find one for episode 3.

210613-albums6110-picture76531.png


A first experiment in bump materials
Although not even close to bump and barely scratching the surface this was my actual first bump map used from which true bump mapping that works in warcraft 3 emerged. Technique used in episode 2.

210613-albums6110-picture76544.jpg

210613-albums6110-picture76543.jpg


Global Illumination and lighting with shadow\light maps
My first successful model with shadow maps applied, this technique is used alot in episode 2.

210613-albums6110-picture76542.jpg


Examples of shadow maps with bump and specular - The way they are used in ep 2
*Note that all this models are experimental, no attention for quality was given!*

210613-albums6110-picture76535.jpg

210613-albums6110-picture76534.jpg

210613-albums6110-picture76537.jpg

210613-albums6110-picture76538.jpg


Multi omni lights in one model
This could have solved my problem with regular wc3 lights which was if there were too many lights in the games, the lights disappeared. Unfortunately it has a problem of its own which was how would I place the light model to match the scene?! No use for this technique so far!

210613-albums6110-picture76547.jpg

210613-albums6110-picture76546.jpg

210613-albums6110-picture76548.jpg

210613-albums6110-picture76549.jpg

210613-albums6110-picture76550.jpg

Development Gallery
Train station scene in development

210613-albums6110-picture76545.jpg

Terrain screenshots -This is a must!

210613-albums6110-picture77905.jpg

210613-albums6110-picture77906.jpg

210613-albums6110-picture77907.jpg

210613-albums6110-picture77908.jpg

210613-albums6110-picture77909.jpg

210613-albums6110-picture77910.jpg

210613-albums6110-picture77911.jpg

210613-albums6110-picture77912.jpg

210613-albums6110-picture77913.jpg

210613-albums6110-picture77914.jpg

210613-albums6110-picture77915.jpg

210613-albums6110-picture77916.jpg

210613-albums6110-picture77917.jpg

210613-albums6110-picture77918.jpg

210613-albums6110-picture77919.jpg

210613-albums6110-picture77920.jpg

210613-albums6110-picture77921.jpg
BUGS

Of course not all things are perfect. Since this was my first cinematic the bug problem couldn't be avoided. Another cause being that I wanted to upload the episode a lot quicker and I was getting nowhere with solving the bugs.

Here is a list of bugs you might experience:
  • Buggy scene transmissions. "(this is caused because of wc3`s slow response)
  • Trees appear in the background (sky). "(No excuse here!)"
  • Buggy sky.
  • Characters do what they want. "(Units might wake up from the dead or go to random positions. Believe it or not this is caused
  • by the - "wait - action", can't do anything about it!)
  • The most problematic bug
  • The camera sways differently on a different resolution. "(I did not realize the camera sway is not fixe on a point is not fixed on a point but behaves differently at different resolutions.
* I recommend you watch on 1024 x 768 x 32 screen resolution!!!*"


Download


--------------------------------------------------------------------------
210613-albums6110-picture76529.jpg


Over the Hills Episode 2 - The escape


This is where it gets real, a more action packed episode, longer and more complex than the first in every way possible.
Although I haven't really put too much effort in the actual story and I'll be leaving plot holes, hopefully I'll get to explain everything in the last episode. I just want to take you on a ride with this one!
Contains:

Like the previous episode including "Global Illumination and lighting with shadow\light maps, bump (currently in development), Havok physics, pre made animations and a nice dose of fighting action with a tone of blood spill".

Run time: Over 20 min

210613-albums6110-picture77856.jpg

Updates Preview
210613-albums6110-picture76196.png

210613-albums6110-picture76197.png

Galery Showcase

Graphics and Technology
-

Development Gallery

Ongoing model\scenes updating
New look - Updated Prison Room

210613-albums6110-picture77818.jpg

210613-albums6110-picture77819.jpg

210613-albums6110-picture77820.jpg

210613-albums6110-picture77821.jpg


Room after the escape

210613-albums6274-picture76469.jpg


Shadow Map

210613-albums6110-picture77817.jpg


Bump mapping usage
How bump enhanced texture detail

210613-albums6110-picture77804.jpg


How a working bump map looks like
In wc3 it's basically used as an alpha mask

210613-albums6110-picture77805.jpg


Scene before and after bump v2 (v1 sucks)

210613-albums6110-picture77812.jpg

210613-albums6110-picture77813.jpg


Bump v3 - latest version

210613-albums6110-picture77814.jpg


Bump definitely gave a more solid look, the room emits a more sealed feeling, it also became much darker which enhances it.
*(In image - Bump v2)

210613-albums6110-picture77815.jpg

Pin-up old terrains
The usage of advanced fade filters

210613-albums6110-picture77806.jpg

210613-albums6110-picture77807.jpg

210613-albums6110-picture77808.jpg

210613-albums6110-picture77809.jpg


Lake...
Is this a picture of modern art?
No, it's the baked reflection of a lake which you'll see working only in the cinematic.

210613-albums6110-picture77816.jpg

Landscape creation with Bryce 3d
Mountains models created and generated with Brice

210613-albums6110-picture77782.jpg


Pretty lazy to make really elaborate models so I just simple generated models with this program and went with it.
Because I started with 512px resolution it seems like it wasn't enough to look decent, they were looking really blurry, close up and at a distance so I had to turn to 1024px resolution which looks about right at close up as well. No matter what you believe 1024px doesn't work in warcraft, it does read it but it's rescaled back to 512px if nobody actually noticed this before. I would suggest you guys who were using 1024px textures to look closer! The only solution was to split the texture in pieces, over 2000px would be ideal for such terrains but there would be too many pieces to actually try it.

Landscape model pieces

210613-albums6110-picture77783.jpg

210613-albums6110-picture77784.jpg

210613-albums6110-picture77797.jpg

210613-albums6110-picture77785.jpg

210613-albums6110-picture77786.jpg

210613-albums6110-picture77798.jpg

210613-albums6110-picture77799.jpg

210613-albums6110-picture77787.jpg

210613-albums6110-picture77800.jpg


Secret material layer recipe
I really had a problem with this model at first because I had to make a extreme close up on the character which is a dot small compared to the mountain so not even 1024px textures weren't enough. As a solution I had to tile some hq textures and overlap the shadow and snow layer over them. This was not easy since there are a lot of layers which I don't even remember to be honest. If you look closely the snow is a lower resolution compared to the rock. This is the best that I could do before going crazy!
The recipe would be something like: HQ Rock texture under - Show with double blend layer under - shadow map under - under specular layer with - 20 alfa. I think!
Secret because I don't really remember, lol and I really don't want to!


210613-albums6110-picture77795.jpg

210613-albums6110-picture77796.jpg

210613-albums6110-picture77801.jpg


Textures generate with Brice - from Ice to lava

210613-albums6110-picture77810.jpg

210613-albums6110-picture77811.jpg

Police meeting room
Unfortunately just a minute scene. So much work to waste!

210613-albums6110-picture77788.jpg

210613-albums6110-picture77789.jpg

210613-albums6110-picture77790.jpg

210613-albums6110-picture77791.jpg

210613-albums6110-picture77792.jpg

210613-albums6110-picture77793.jpg

210613-albums6110-picture77794.jpg

210613-albums6274-picture76471.jpg


A picture of the police commander
There's a picture of him on the wall to the right, see if you can spot it? Yes he's the character from ep 1!

210613-albums6274-picture76488.bmp

Models and skins
Police car

210613-albums6274-picture73943.jpg

Animations
210613-albums6274-picture69607.gif

210613-albums6274-picture69608.gif

Others\ scenes
210613-albums6274-picture72585.jpg

210613-albums6110-picture72801.jpg

210613-albums6110-picture72802.jpg

210613-albums6110-picture72803.jpg

210613-albums6110-picture77802.jpg

210613-albums6110-picture77803.png

Terrain screenshots -This is a must!
-

Influence map
210613-albums6274-picture68442.jpg

Release date
Unchanged!

210613-albums6274-picture72584.jpg

210613-albums6110-picture77837.jpg
 
Last edited:
Level 16
Joined
Sep 19, 2011
Messages
829
Actually I wanted to post a lot more, all at once as I said before I have a lot of content but because of the internet disconnection the thread got created prematurely so wait for it there's lots of updates coming!

Since I have to do work around the house I'm updating the thread at a snail's pace.

Update Graphics and Technology(still updating) for those of you who are interested in the ABC's of my techniques. Features tech that didn't make it in the first episode and probably won't make it in the second either.
Can't wait to finish writing for episode one, then it's up for episode 2 and its tons of info.

Think I had enough writing for one day, off to bed with me!
 
Last edited:
Level 17
Joined
Jan 18, 2010
Messages
1,122
Finally you made this dude. Also I watched the first one at 1600p~ something and the camera swaying looked perfectly fine to me.
Also I wondered, the macro scenes are only 10,000 drawing distance ? They look really huge.
 
Level 22
Joined
Sep 24, 2005
Messages
4,821
That armored thing looks awesome! Is that animated? Actually, everything is awesome, I didn't know you could do something like that in warcraft... *faints*
 
Level 16
Joined
Sep 19, 2011
Messages
829
Actually you can do a lot more, that's merely nothing. After I finish the content for episode one I'll bombard you with updates on the second. Here is where the real tech going to be revealed.

Thanks for the comments guys!
Finally you made this dude. Also I watched the first one at 1600p~ something and the camera swaying looked perfectly fine to me.
Also I wondered, the macro scenes are only 10,000 drawing distance ? They look really huge.
I don't know, there are differences in the way wc3 is displayed for each of us. I'm getting a misalignment at every computer.
Some macro scenes are 10,000 or so, haven't really checked but I can tell you it's not much, nothing exceeding wc3 capacity. The reason they seem huge is most likely because of the backgrounds and some mountain models which are basically small scale width 1024px textures split in 4.
Also copied your style a little for the thread if you don't mind, I like the way you used the font!

Edit: On the ep2 poster 3rd not to clear image with the main char sitting in a weird position the model is really small! in fact it was so small compared to the mountain that 3ds max art tools refused to export it. The whole model is relatively small, you can imagine the character sitting on one of those mountain tips, that's why the texture seems blurry. Yeah it has a large texture (1024 px) but I couldn't resist taking a zoomed scene of it in the cinematic which look really great but unfortunately the texture doesn't.

Edit: Busy! Don't know if I'll be able to update the following days, this is it for the moment.
 
Last edited:
Level 16
Joined
Sep 19, 2011
Messages
829
Reales a first version of the "Ruine Pack" (Check my sig!), you guys can check if you want to. So I'm more or less finished with it and the contest but I'll still update the pack so keep track of it.

I was looking at the updates I have for episode 2 and it really is too much content. I'll have to compress most of it and show you the new stuff since you already probably know the rest. After I make a small update to the thread I'll try to get back to work on the episode immediately. You may be surprised with a earlier relays but I don't guarantee it since more ideas popped out which I want to add. Yeah I want to make this thing even longer!

Edit: Organizing some updates now, don't know when I'll post!

Edit: A sneak peek in the updates I have installed! There's a lot more of course but I don't think I have time to post today or tomorrow, so...

210613-albums6110-picture77750.jpg

210613-albums6110-picture77751.jpg
 
Last edited:
Level 13
Joined
Jun 22, 2004
Messages
783
Looks good, keep up the good work.
I yet have to give that first installement a nice review when I find the time.
If you run across some development issues, feel free to give me a P.M. (can't promiss anything but sure can try to help out if time allows it).
 
Level 16
Joined
Sep 19, 2011
Messages
829
None! :{ As much as I want to finish this I just couldn't find the time to continue. Had very important life matters that need fixing and doing. In May, I might be going to Spain with work and no play so you might not even hear from me for a really long time.

I know I'm way past the deadline so I don't really know what else to say except that I am stuck with a camera problem that gives hell. Unfortunately this camera system was never used by anyone yet and I thought it was a great idea but I painfully was proved otherwise.

The progress on the cinematic is more than over half done so maybe with the help of a skilled coder I can fix all my problems also, I took a lot of time remaking most of the scenes, believe me it's not as impressive as the screenshots show! Maybe I am asking too much out of myself and the old wc3?!

Sorry guys, I don't really want to release a unfinished map!

210613-albums6957-picture76835.jpg
 
Level 16
Joined
Sep 19, 2011
Messages
829
Hmm... I really don't want to spoil you with more stuff that reveals about the project. By the time I show you everything you'll get bored when watching it, the less you see the better you will enjoy it! Maybe I could still keep you in the loop a little longer, should I post something?! :3
 
Status
Not open for further replies.
Top