- Joined
- Apr 19, 2008
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- 2,565
Hey all,
I developed my own tool for editing mdx then hacked in some HD Reforged support when those Reforged assets were released but I never went and fully learned how Blizzard created the original HD assets, and when I say "how", I specifically mean what computer programs.
I am making this thread because I am curious if anyone knows more how to answer the following question more than I do: If money were no object, and I wanted to make HD assets with the exact technology pipeline used to make Reforged assets just to experience it, exactly what software would I purchase and in what order would I use it?
My current understanding is that the steps included:
As an aside to the above, models have metadata embedded during the conversion for particles and facial animations, which are linked by filepath reference from the .mdl game assets
So, this is most of what I know right now. But it would obviously cost me thousands of dollars to try to use this knowledge to try to actually get the software to make my own Reforged HD model, so I never tried yet. But I was curious if others know more!
Thanks.
I developed my own tool for editing mdx then hacked in some HD Reforged support when those Reforged assets were released but I never went and fully learned how Blizzard created the original HD assets, and when I say "how", I specifically mean what computer programs.
I am making this thread because I am curious if anyone knows more how to answer the following question more than I do: If money were no object, and I wanted to make HD assets with the exact technology pipeline used to make Reforged assets just to experience it, exactly what software would I purchase and in what order would I use it?
My current understanding is that the steps included:
- 3D Asset is created in some tool unknown to me, I heard names like "zbrush" / "substance painter" but never used that nor googled it yet
- 3D Asset is opened in Maya, which I have never used (or if I used it I forgot what it was like) but I heard of it back in the day as a 3ds Max alternative
- Along the way to this step, for each surface the artist was drawing, up to four (4) uncompressed TIFF texture layers are generated:
- Diffuse
- Normal
- ORM
- Emissive (if used)
- Along the way to this step, for each surface the artist was drawing, up to four (4) uncompressed TIFF texture layers are generated:
- Asset exported from .ma to .mdl
- Log files in Reforged Beta tell us there was a batch exporter of some kind for this. It includes the Blizzard developer name who wrote the plugin, as well as noting that it was an internal Blizzard plugin for this step. As far as I know, unlike the official 3ds max Blizzard plugin published in the 2000s (used to create all in-game assets for the 2002 game and its expansion) the official Reforged export plugin was not given to the community.
- Somewhere during this pipeline, the ORM alpha layer is specially encoded to define Team Color. I have no idea if this happens before or after the model was loaded in Maya.
- The MDL and uncompressed TIFF data is stored into the game's version control system until a Blizzard developer triggers the build/compile process for the Warcraft III game.
- At this step, the MDL is converted to the binary MDX format, to boost asset load performance in the release game client.
- Likewise the textures are compressed from their TIFF source files to DDS also for performance.
As an aside to the above, models have metadata embedded during the conversion for particles and facial animations, which are linked by filepath reference from the .mdl game assets
- Particle data is created in a node scene graph editor with many types of layers and color parameters, purchased from PopcornFX (PopcornFX - Real-time FX solution for particle effects) .
- Reforged renders these by including licensed software in the game code for rendering, presumably that code in the game was only integrated by Blizzard Entertainment but not written by them.
- The files are .pkfx inside the Warcraft III version control system, and include links to TIFF source assets that are compressed to DDS during Warcraft III release client build by the same system used for the textures referenced in MDL files.
- PKB can be used alone anywhere the Reforged game engine accepts MDX or MDL file references, but is usually linked by a CORN type MDX node (called "ParticleEmitterPopcorn" in the version control "MDL" json-like text based model format inside the office, or so I was told by someone who claimed to have reverse engineered some part of the game).
- Character facial animation is configured with FaceFX, purchased from FaceFX | OC3 Entertainment
- Uses ".facefx_ingame" file extension after build, probably uses ".facefx" inside version control.
So, this is most of what I know right now. But it would obviously cost me thousands of dollars to try to use this knowledge to try to actually get the software to make my own Reforged HD model, so I never tried yet. But I was curious if others know more!
Thanks.