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Universal Local Fog/Glow/Shadow as a Prop

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
An extremely versatile model that allows you to place fog, glow and shadow effects as a simple doodad!

(Both SD and HD compatible!)

I'm going to explain very simply what it is, how it works and what applications it provides:
This model is literally 4 polygons stretching a PNG image of a transparent circular white gradient that looks like this:
the_thing.png
< thats literally that you're placing
Anyway, that's all it is, a 2-dimensional, static PNG (essentially a glorified smoke smudge) but I'll explain why that's a good thing and what utilities this adds.

It behaving like an image rather than a light source and being white by default will allow you to make this literally ANY color/shade/brightness in the editor via RGB object editor values. This can effectively exist as both a glow or as a shadow, even as pure black.

The way you place it is make it very big (20-40x size), set the color in object editor, no Pitch or Roll angle degrees and raise it in the editor using Ctrl + Pg Up until it sits above the ground and doodads. The orientation of this doodad is also static, it doesn't move or turn toward the camera or anything like that, you place this and it'll stay that way 100%. Effectively making it behave like a camera fade filter, but giving a flawless illusion of fog/glow.

Some examples of application:
image.png

image.png


image.png
Contents

The thing (Texture)

Universal Local Fog/Glow/Shadow as a Prop (Model)

Reviews
stan0033
Okay now that Ralle clearly made the usage of .DDS texture "Not recommended but allowed." in the rules, that model can be approved. Simple and useful prop. Review accepted by Footman16
I didn't understand how to use it, but it looks great in the screenshots. xD
 
convert the texture to blp to be comatible with older patches of classic

Review accepted by Footman16
I'm sorry but I edit my textures with Photoshop and use GIMP for file conversion. I personally exclusively work with .dds files, because they work universally for both SD and HD which is very convenient to me, especially for universal models like this. I didn't start modeling/texturing until after reforged dropped so I never learned it any other way. I've never worked with .blp and would probably mess up the texture and rendering and I have no knowledge or desire to fix it.

I've also never worked with any older patches since Reforged came out. This model is made in the Reforged era to be compatible with Reforged, so it seems silly to me to unapprove my model just because of personal preference and because some minority running old patches can't use it. That's like as if you unapprove an SD model from 2008 for being incompatible with HD graphics or something.

If people want to use this on older patches, they are free to fix it for themselves, but I'm not going to.
 
I'm sorry but I edit my textures with Photoshop and use GIMP for file conversion. I personally exclusively work with .dds files, because they work universally for both SD and HD which is very convenient to me, especially for universal models like this. I didn't start modeling/texturing until after reforged dropped so I never learned it any other way. I've never worked with .blp and would probably mess up the texture and rendering and I have no knowledge or desire to fix it.

I've also never worked with any older patches since Reforged came out. This model is made in the Reforged era to be compatible with Reforged, so it seems silly to me to unapprove my model just because of personal preference and because some minority running old patches can't use it. That's like as if you unapprove an SD model from 2008 for being incompatible with HD graphics or something.

If people who want to use this on older patches, they are free to fix it for themselves, but I'm not going to.
you are in the SD section, it must be compatible with classic as well. You can use BLP Lab v0.5.0 to convert
 
i question why custom texture is even necessary here
here it is with Textures\GenericGlow64.blp, additive filtering and 0.25 alpha, in-game 255/255/255 tinting, scaled up to 5
you can even make several versions by changing the alpha's intensity instead of having one that's barely noticeable
glow.webp
if there is some issue with additive filtering that i'm not aware of, you can try using Textures\GenericGlow1.blp with blend filtering and less than 1 alpha
if you use blizzard textures then you won't have to convert anything yourself too, just have versions with .dds for reforged and .blp for normal warcraft
 
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you are in the SD section, it must be compatible with classic as well. You can use BLP Lab v0.5.0 to convert
Technically, the rules only mention the type of .dds for Reforged models. There is no explicit mention of .blp for Classic ones.
 
There's no debate here, it should be .blp for compatibility. It takes 2 seconds.
If people want to use this on older patches, they are free to fix it for themselves, but I'm not going to.
That's not how things work, I would advise against refusing co-operation.
 
i question why custom texture is even necessary here
here it is with Textures\GenericGlow64.blp, additive filtering and 0.25 alpha, in-game 255/255/255 tinting, scaled up to 5
you can even make several versions by changing the alpha's intensity instead of having one that's barely noticeable
View attachment 597403
if there is some issue with additive filtering that i'm not aware of, you can try using Textures\GenericGlow1.blp with blend filtering and less than 1 alpha
if you use blizzard textures then you won't have to convert anything yourself too, just have versions with .dds for reforged and .blp for normal warcraft
I think this might be the best solution and would just circumvent the entire non-arguement with the .dds/.blp
 
1782921577647.webp

Left: DDS
Right: BLP

I don't agree with the Hive catering exclusively to players playing on the latest version, so here you go:
(p.s., this literally took me less than 2 minutes to do. If we cannot ask of this basic principle of our modellers, we have a problem lol)
 

Attachments

View attachment 597425
Left: DDS
Right: BLP

I don't agree with the Hive catering exclusively to players playing on the latest version, so here you go:
(p.s., this literally took me less than 2 minutes to do. If we cannot ask of this basic principle of our modellers, we have a problem lol)
You can't blame me for this, I have no idea how blp works as I didn't start modeling until abouts 2021, also never worked with older patches. I guess at least some people running legacy or whatever can use it now, but I won't be providing bug fixes or support for any issues with this legacy variant, though.

If this is such a big deal to everyone why not make it an official site rule and put a required "Insert Legacy variant/BLP" on the upload page for SD models? Such a hassle to backpedal on this, I don't want to throw some random .exe file from 2009 on my PC just to crap a file that's useless to me anyway. Or add a .dds/.png to .BLP coverter on the site under the "Utility" tab? Idk this whole thing feels archaic to me.
 
You can't blame me for this, I have no idea how blp works as I didn't start modeling until abouts 2021, also never worked with older patches. I guess at least some people running legacy or whatever can use it now, but I won't be providing bug fixes or support for any issues with this legacy variant, though.

If this is such a big deal to everyone why not make it an official site rule and put a required "Insert Legacy variant/BLP" on the upload page for SD models? Such a hassle to backpedal on this, I don't want to throw some random .exe file from 2009 on my PC just to crap a file that's useless to me anyway. Or add a .dds/.png to .BLP coverter on the site under the "Utility" tab? Idk this whole thing feels archaic to me.
It's an image format.
 
I set it back to pending - perhaps a bit quick. I will sit down with @Archian tonight and talk this over. Initially I think the decision about backwards compatibility should be up to the author, but I can see the benefits of requiring BLP as well for legacy-compatible things.

A thought. MDX1200 format and earlier are not legacy compatible anyway, so should people be prevented from using those too for SD? I think that is kind of too strict. And if stan Sapprine happens to be using a recent MDX format, will be also be asked to use an older one?
 
I set it back to pending - perhaps a bit quick. I will sit down with @Archian tonight and talk this over. Initially I think the decision about backwards compatibility should be up to the author, but I can see the benefits of requiring BLP as well for legacy-compatible things.

A thought. MDX1200 format and earlier are not legacy compatible anyway, so should people be prevented from using those too for SD? I think that is kind of too strict. And if stan Sapprine happens to be using a recent MDX format, will be also be asked to use an older one?
i think BLP is de facto standard for textures in SD war3 and it's a fact that older 3d modelling app like wa3ME 1.07 and MDLVIS and War3Tuner cant read DDS. So if a reviewer is inspecting a model he has to use RMS or the newer War3ME. So it's also about third party tools compatibility.
I wonder what would be the reaction of members if the rules started allowing DDS officially for SD models and the SD models section fills with those.
 
A thought. MDX1200 format and earlier are not legacy compatible anyway, so should people be prevented from using those too for SD? I think that is kind of too strict. And if stan Sapprine happens to be using a recent MDX format, will be also be asked to use an older one?
There is no reason to save your model in MDX1200 format instead of MDX900 for SD anyway, is there?
 
I talked to Archian. We've decided to stick with the rules we currently have. An upload must support the latest version of Warcraft 3, this is Reforged. So it is @Sapprine's decision whether he wants to use BLP or DDS. Both are valid in Warcraft 3.

Sapprine only deals with the latest version of Warcraft and it doesn't make sense to belabor him with the past. If he doesn't care about legacy, it shouldn't hamper his joy of sharing a perfectly working SD model.

That said, people make a good case for submitting it with a BLP, but that will be Sapprine's decision to make. The SD section is for the SD graphics mode in Warcraft 3, not for legacy versions of Warcraft 3 per se. It's a good alternative that someone uploads a legacy compatible version if someone needs it.

Also, it's fine to advice the uploader of ways to maximize compatibility with old versions, but it shouldn't be a requirement.

EDIT: I actually don't see in the rules about supporting the most recent version of Warcraft, but it's been discussed many times in the past. I have added it to the rules.
 
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