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So is there any way to improve Warcraft 3 graphics?

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First off:The graphics are no problem to me,I'm just curious.

So,its been more than a decade and I'm curious:Has there ever been any true way discovered to improve WCIII graphics?I see people complain about the graphics all the time so i guessed that there would be.
 
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How effective is this in terms of improving the graphics?

Also,does d3d.dlls(d3d9.dll,d3d10.dll etc) have any effect on the graphics or how it behaves?
 

Dr Super Good

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How effective is this in terms of improving the graphics?
I already said. AF (and implicitly Tri-linear filtering) makes textures look sharper. AA makes geometry edges look smoother.

Also,does d3d.dlls(d3d9.dll,d3d10.dll etc) have any effect on the graphics or how it behaves?
WC3 only links to d3d8.dll. All other in your OS have no influence over it (but are still needed as part of the DirectX install in the operating system).
 

Chaosy

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Dr Super Good

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If you want to develop HD WC3 content then use SC2. All WC3 assets have already been ported to it (they are even part of the default install). The engine itself boasts features such as emissive and normal maps, some model physics (being improved in 3.0), realistic real-time shadows for many light sources, etc.
 

Dr Super Good

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I see nirvana has real time shadows for units, how does that work?
Usual implementation is to perform a Z depth test from the light source perspective. Using this you can then test each pixel to see if it is obstructed between the light source. If it is then shade otherwise do not. Filtering is used to smooth the edges (stop it looking pixelated).
 
If you want to develop HD WC3 content then use SC2. All WC3 assets have already been ported to it (they are even part of the default install). The engine itself boasts features such as emissive and normal maps, some model physics (being improved in 3.0), realistic real-time shadows for many light sources, etc.

Isn't WC3 modding more popular than SC2 modding? I've opened Galaxy Editor before, it would take me a month just to grasp the basics.
 
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Isn't WC3 modding more popular than SC2 modding? I've opened Galaxy Editor before, it would take me a month just to grasp the basics.

Prepare to be bombarded by DSG.

Anyway, I guess what you're saying is right, but that isn't necessarily a bad thing. I'd still personally recommend players stay with WC3 so my efforts aren't wasted :D. In terms of wanting to learn more advanced things for future use, I think SC2 is the way to go.

I don't have SC2 so I'm not a credible source for anything I just spouted out.
 
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I like picking controversial topics with strongly-oriented people (you should see the stuff Nestharus and I got into). The thing is that Galaxy Editor does not have all the key functions of JASS and that is extremely bewildering. DSG has said that timers aren't even precise in SC2.
Well,that does sound worse than our WE
 
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Which is why I don't like to see DSG get preachy about SC2 because it isn't a worthy upgrade - just a different approach.
..............You're doomed xD

Anyway,can we get back on topic please?
 

Dr Super Good

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DSG has said that timers aren't even precise in SC2.
They are accurate to a single game engine tick which is the smallest meaningful unit of time in SC2. Thanks to native interpolation support there is no need for anything smaller.

Which is why I don't like to see DSG get preachy about SC2 because it isn't a worthy upgrade - just a different approach.
For the most parts it is less limiting and has more potential than WC3.
 

Dr Super Good

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What is native interpolation support?
In WC3 you needed to run a trigger 60+ times a second to produce smooth results at the refresh rate of the display. Even then, if it was not exactly the refresh rate of the display aliasing would occur.

In SC2 you just need to run it once per deterministic frame and the actor system will interpolate the smooth graphics at the native refresh rate without aliasing. Some general actor events such as scaling, colour change, or animations can be issued once and they will interpolate over the specified time without requiring further trigger executions.
 
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