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Townhall | Warcraft Classic HD

Warcraft 3 Classic HD

Visit project page

This bundle is marked as pending. It has not been reviewed by a staff member yet.
This is a part of an ongoing effort to explore the possible style of faithful Warcraft 3 remaster - Warcraft 3 Classic HD.

Classic HD version of Townhall, with all original upgrades and animations + additional Death animations for various upgrade stages and minor particle tweaks.

This model has following texture paths:
  • Buildings\Human\TownHall\TownHallCastleKeep_HD.blp
  • Textures\HumanRoof01_HD.blp
  • Textures\HumanBirth_HD.blp
  • Textures\VillageDoodad1_HD.blp
  • ReplaceableTextures\Splats\HumanTownHallUberSplat_HD.blp
  • ReplaceableTextures\Splats\HumanCastleUberSplat_HD.blp
Additional ubersplat variations:
Townhall
Castle

Changelog:
  • Team color fixes*, following this discussion;
  • Changes to texture paths**, based on this poll;
  • Improved Decay animations, with ruins gradually disappearing;
  • Various fixes, mostly sanity checker warnings.
* Team color now has a 10% of unshaded layer to make it a bit more visible at night and bring closer to units and buildings with brighter values.
** Models now have longer texture paths, relative to the originals. Example: Buildings\Undead\SlaughterHouse\SlaughterHouse.blp. This was done for modding purposes, because War3HD assets are made to replace the classic models using local files.
  • Finalized VillageDoodad1_HD.blp (used in Decay), replaced Doodads0.blp with HumanBirth.blp that has only stuff used for construction now.
  • Improved VillageDoodad1_HD.blp (used in Decay), minor improvements in Work effects. Textures now have _HD postfix, for modding reasons - so they don't overwrite the original textures if you replace assets with local files.
Contents

Townhall | Warcraft Classic HD (Model)

If you decide to please leave the unedited ones for HD lovers like me that'll use local files.
Don't worry, I won't cut anything that impacts current appearance, level of detail will stay the same. I think it may be possible to optimize animations - sanity check states there are some repeating frames in tracks, for example. Though I doubt it will win a lot of weight.
 
What do you think would be a proper file size? I may be able to optimize it a bit, at some point :peasant-smile:
Take that with a bag of salt (my own tears) since I have the bias to optimize the shit out of my stuff to waste no kb (and 8Mb map limit before 1.28)
For a SD model 50-100Kb is the sweet spot, but I can tolerate up to 400kb with textures for good quality and lots of juicy animations.
A 3 tier building could tickle the 500kb but that's my upper limit. For your HD I would tolerate 1Mb.
 
Take that with a bag of salt (my own tears) since I have the bias to optimize the shit out of my stuff to waste no kb (and 8Mb map limit before 1.28)
For a SD model 50-100Kb is the sweet spot, but I can tolerate up to 400kb with textures for good quality and lots of juicy animations.
A 3 tier building could tickle the 500kb but that's my upper limit. For your HD I would tolerate 1Mb.
I see, thanks for the details! I don't think I will ever be able to squeeze it in 1mb without cutting everything down to the original level of detail :grin:
I already cleaned lots of unnesessary geosets (the og had insane amounts of repeating geometry). On the bright side, half of thi bundle's size comes from textures - and they can and will be reused in ther models for Classic HD.
 
Ubersplats Reworked i hope u like it if u need more like this talk to me on dm-pm here on Hive
 

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Ubersplats Reworked i hope u like it if u need more like this talk to me on dm-pm here on Hive
It's not exactly a rework, it's an AI pass. I already did several AI passes with the original ones and then repainted them by hand to remove inconsistencies and match colors and shapes.
Could you please share more specifics with me?
He's talking about the anniversary mod for Starcraft II that included some remastered Warcraft 3 assets. They're pretty neat but I treat them as a reference rather than something that is already done. I also don't remember seeing them posted anywhere in mdx format but I guess some people had them converted from SC2.
 

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It's not exactly a rework, it's an AI pass. I already did several AI passes with the original ones and then repainted them by hand to remove inconsistencies and match colors and shapes.

He's talking about the anniversary mod for Starcraft II that included some remastered Warcraft 3 assets. They're pretty neat but I treat them as a reference rather than something that is already done. I also don't remember seeing them posted anywhere in mdx format but I guess some people had them converted from SC2.
oh oh ok let me put some effort on this i tried too a lot of ai passes too but can i give u options if u want :D
 
oh oh ok let me put some effort on this i tried too a lot of ai passes too but can i give u options if u want :D
Taking someone's work to an AI upscaler and positioning it as an improvement somewhat devalues all the man-hours that were put in the original piece. Only a small part of it is AI upscale - there's a lot of manual work behind this texture: handpainting, color correction, careful design choices etc. What I'm saying is that if you think there is space for improvement, your feedback is much more welcome than retouch, especially one done by online AI upscaler.
 
Taking someone's work to an AI upscaler and positioning it as an improvement somewhat devalues all the man-hours that were put in the original piece. Only a small part of it is AI upscale - there's a lot of manual work behind this texture: handpainting, color correction, careful design choices etc. What I'm saying is that if you think there is space for improvement, your feedback is much more welcome than retouch, especially one done by online AI upscaler.
sorry if my reply was not well understood I meant that I will put more effort to do something more by my hand using as reference the style that gives me the ia at no time has been my intention to discredit the work of another person or do and sorry if I have offended you with what I showed I gave it a spin and if I also saw something maybe disrespectful being ai
 
sorry if my reply was not well understood I meant that I will put more effort to do something more by my hand using as reference the style that gives me the ia at no time has been my intention to discredit the work of another person or do and sorry if I have offended you with what I showed I gave it a spin and if I also saw something maybe disrespectful being ai
No problem, and no offence taken, I appreciate your enthusiasm :peasant-smile:
 
While I'm at it, some suggestions
Open all the doors and the windows during work animations
Add golden mist on all of the doors and windows during work animation (except from the arches)
Reduce texture size, it's almost half the weight (unless we do it ourselves)
Since death second and death third are almost lookalike, make the third fancier with elements from the castle (but that's a detail)
 
Open all the doors and the windows during work animations
Add golden mist on all of the doors and windows during work animation (except from the arches)
Those are valid suggestions but I don't plan to add custom stuff to animations until I finish all buildings. Better have more of them remastered than a couple super polished ones.
Reduce texture size, it's almost half the weight (unless we do it ourselves)
What do you propose? It's a big atlas, yes, but the texel density is already quite low.
Since death second and death third are almost lookalike, make the third fancier with elements from the castle (but that's a detail)
I'm not sure I understood you. Do you propose to make a custom sound for this model?
 
Also worth mentioning: I have to spend most of my time on actual work (as a 3D artist) - and while I employ the same amount of effort and hard skills for this hobby - this project is ambitious, and I have certain limits. I very much appreciate constructive feedback - as for suggestions and requests, they go very well with tips or paid subscription.
 
I am not. I was talking about the building remnant we briefly see before it collapses. The model in death first and death second is almost the same.
My bad, I read "death sound" instead of "death second". They are indeed identical. Tbh, even adding a second variation was a contrversial point for me, since the original has only one death, and I stick to original animations when possible. But since I already made alterations, maybe I will add a part or two from the Castle in Death Second later on - it will be a nice touch.
 
Hey all, I'm having some troubles with importing splats through custom files - if anyone has any ideas, help me out, will you?
Update: I figured it myself and wrote the solution in case anyone needs this info.
 
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This is a great work, along with kenshi mod. Blizzard should not outsourced the work to Lemonsky Studio. The community was already here and could do a far better job, even faster and cheaper with just a few people from Hive.

Btw are you planning to redo all 4 races buildings?
That's plenty of work, but the idea is to redo everything, eventually. If I don't manage it - well, hopefully, by that time I will produce enough to pave the direction.
Right now, I'm wrking on a Farm, for example:
 

New version!​

  • Team color fixes*, following this discussion;
  • Changes to texture paths**, based on this poll;
  • Improved Decay animations, with ruins gradually disappearing;
  • Various fixes, mostly sanity checker warnings.
* Team color now has a 10% of unshaded layer to make it a bit more visible at night and bring closer to units and buildings with brighter values.
** Models now have longer texture paths, relative to the originals. Example: Buildings\Undead\SlaughterHouse\SlaughterHouse.blp. This was done for modding purposes, because War3HD assets are made to replace the classic models using local files.
 
Last edited:
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