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- Apr 21, 2013
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Since the models are going to be higher poly and with higher textures, older models will become obsolete, for only reforged players.
Ofc, they can always pick the vanilla look, the question is based on my view hehe. And thanks for the reply ^^
You're welcome.
It is never wrong to have a broader and more emphatic view on this. You might learn something.
We will definitely have a way to differentiate, be it a tag or a completely different section. I am making the feature to exclude resources with certain tags for the future version of the site. This allows you to see 'everything but X, Y and Z' which might be just as useful as see 'everything with X, Y and Z' tags.
We will definitely have a way to differentiate, be it a tag or a completely different section. I am making the feature to exclude resources with certain tags for the future version of the site. This allows you to see 'everything but X, Y and Z' which might be just as useful as see 'everything with X, Y and Z' tags.
Actually @kellym0 does it and the result is quite fine especially with StarCraft II's shades and lightening engine. Classic Warcraft III should really benefit from such an enhancement.you can try porting Warcraft III resources to Starcraft II and see the difference)
Actually kellym0 does it and the result is quite fine especially with StarCraft II's shades and lightening engine. Classic Warcraft III should really benefit from such an enhancement.
Yes but I was not referring to that. I'm saying that classic stuff looks even better if you only play with them in such an engine.I did notice, but you can clearly see the difference when you place Starcraft II's original assets to ported assets.
Yes but I was not referring to that. I'm saying that classic stuff looks even better if you only play with them in such an engine.
Why people don't want to mix old models and new models instead?
Ah, OK, sorry. Indeed mixing them would look weird but I guess whatever gets people's kicks.I only answered this question.
All that makes no difference when using Reforged models for cinematic scenes where they only stand or have as many animations as the classic models. Basically, it's just looking at a nicer picture but nothing more. The immersion is pretty much the same.But what im planning to achieve with my campaign is, telling a story on a cinematic level. I will be using many wow models, and other games stuff. Many custom models, added to them, reforged will have the perfect look. Vanilla models dont have many bones for suitable animations and lets be honest they dont look good at all in close ups. Theyre meant for a top down view playing.
All that makes no difference when using Reforged models for cinematic scenes where they only stand or have as many animations as the classic models. Basically, it's just looking at a nicer picture but nothing more. The immersion is pretty much the same.
I've barely read up on Reforged, but seeing how the updated engine seem to support most "modern texture/map types" - albedo, specular, normal, emissive, opacity, roughness and et.c. - almost everything done for WC3 Classic will look like a plastic toy in the new engine. And I'm 99% sure that this is the model that will be rendered in WC3 Reforged, unless they simply opt to render a "missing file" mesh, akin to the "Samwise Box" in WC3 Classic.My big question is: what are Reforged players gonna see if they play a map that has OG custom models in it? Will it look like that Archer in the image posted above?
Since when was this site elitist? All you have to do, is know some English.Well, if hiveworkshop, invite the chinese and russian guys here, well, this will be a big party!
Shall we start modeling deepstrasz and abandon music and nature?Since when was this site elitist? All you have to do, is know some English.
We'll see what happens. Hive wasn't built in one day and Hive will not be WC3R ready before we know exactly what it is. Could be they have new formats for resources and we might automatically be able to distinguish them like that.
I feel like there should be an option in the WE to make a map use classic assets in Reforged. Or have Reforged automatically load classic assets if the map was saved in the classic WE. This would avoid mixing of Reforged assets with custom classic-style assets.Thank you for the extensive explanation.
Hm... Sounds like precisely what I was worried about. :<