holy shit holy shit holy shit holy shit!!! finaly!!! I'm super excited. Got so bored lately without any new assets. This is awesome! Where did you get screenshot/info from?!
(few seconds later) Wait, i just look at screenshot thoroughly and i see that some of the models are not HD, just imported from wc3 directly. I see like Doomguard and skeleton looks like HD remakes and troll, scorpion, etc are just common ones.......? Maybe it someone's mod.
This is cool and all, but I dont quite see what makes people so excited about this. We all have these models (and more/better) in WoW model form, which arent even hard to import into SC2. So its not like people can do more with these models than they could before.
WoW models are pretty graphically expensive and don't look all that good from the top-down perspective that SC2 uses in my opinion. Which makes sense, since they were designed to be viewed in 3rd person.
There's also something to be said about having the old WC3 models since a lot of them never made it to WoW, like the revenants for instance!
awesome idea but somehow 4 years too late (better late than never?) + i still dont have access to hots assets (didnt buy it) inside editor which i dont understand
WoW models are bad because attachment operations do not work as intended with them, also some of them have too large textures, also they dont have hitboxes so action actors won't function properly with them. Also what Tya said. It's amazing addition imo
I was thinking about a community project doing such a thing, but blizzard doing it officially... that's amazing.
Comunity already put many models into assets, there are more than hundred of them. Interesting themed maps - that's what is true purpose, I think.
In the video on twitch they said they would like the "developers" (as they referenced the mapmakers) to create some little maps during PTR, using those assets - a level from wc3 campaign, or a cutscene, or some simple arcade map.
WoW models' poly count is low, definitely below most simpliest sc2 models like marines or drones (<2k polys). Textures are small, 512x512 in best case. The only way to make them any performance heavy is to give them huge complex material and shittons of particles. But who would do that. So, they are cheap. Even Storm models, with 10-15K polys (thor, for example, has 16k) perform pretty fast.
WoW models... don't look all that good from the top-down perspective that SC2 uses in my opinion. Which makes sense, since they were designed to be viewed in 3rd person.
Some of them - yes. And some are roundy and look ok. Stone golem, for example. One could easily find like 100 fitting models during one casual WMV raid - enough for anything. But tall elves and humans are indeed out of sc2 style.
I'd name another inconveniency. SC2 units attack immediately when they have target available. While WoW models' attack animations have realy long preparation stages, 0.4-0.5 sec. Which affects gameplay decisions, cause actor-cutting those anims or ignoring them doesn't look good, so units must have attack delays and lower fire rate.
WoW models are bad because attachment operations do not work as intended with them, also some of them have too large textures, also they dont have hitboxes so action actors won't function properly with them.
Direct WMV -> SC2 route is far from being appropriate. Art Tools editing of WoW models fixes everything you have and haven't mentioned.
Direct WMV -> SC2 route is far from being appropriate. Art Tools editing of WoW models fixes everything you have and haven't mentioned.
Yes but the question is if i realy want to spent an extra 0.5-1 hour (after getting familiar with art tools!!) to make all adjustments in 3d package after i already spent a 3-4 hours on data editing work. The answer is "nope!" Also i hate shity import in maps. It just suck ass!
it's not like sc2 not have fantasy themed models it's mapmaker didn't make them :)). It's not like sc2 didn't have lobby at launch it's the modders didn't add it :). free slaves ftw!
Excuse me for being truistic, but this should be articulated. There's difference: a thing can't be done, and can, but it takes time. Sc2 mapmaking is unfuckingbelievably time consuming. After making a few games in Unity, I was as much shocked as Stewie was when he saw a human vagina for the first time, about how much time and mindpower data routine consumes for tiniest things. So, 0.5 hours of chilling in 3d max can be as ignored as a single zealot within a protoss ball. So, when someone complains about something in sc2 mapamking area, it's only correct to use "it is not possible at all" argument, while using "it takes time" argument is self-delusive.
Even Storm models, with 10-15K polys (thor, for example, has 16k) perform pretty fast.
That's pretty damn amazing. The Heroes models look so good! I was wondering if down the line when we have access to Heroes models, if using them would be prohibitive in terms of how many models we can afford to have onscreen, but if they're on about the same level as a thor then that's good to hear.
@Zolden: Go
everything is possible in this world, it just takes time. time is the only measure for making something happens or not. That's why it worth so much, whenever you get paid you get paid for your time, that value depends on your skills. You can go to another country on your feets but whould you find it reasonable? seems not.
Ok, if relativeness of numbers isn't enough, there are quality based arguments. WMV creates only diffuse map for models, which look pale and not cool at all. Models with only diffuse map just don't create a connection between player and game, brain refuses to treat models without specularity as characters. You can spend hours on polishing your abil, but shitty looking model would ruin the impression. I'd say it's better to keep zealots and marines instead of not edited wow models.
The only exception is if someone edits map light towards wc1 scheme, maximize diffuse colors and remove speculars. So, everything would look colorful and cartoonish, and in this case direct wmv import would not ruin visual impression, casue there won't be room for futher ruining :)
now there's nothing to argue with. I agree with everything. The abscence of speculars and normal maps is why i hate import in sc2 custom games. And even if someone will add it it doesn't look polished, as the official sc2 models. I mean, look at warhound, tempest, or kraith models. They polished in every tiny detail AND in animation. The art direction and personally Sam Didier are reasons why Blizzard games are well known for their top-notch quality.
So why i got excited about this pack is mostly because it's official (comes from Blizzard). Thats it. It's not like something i cannot do before with wow substitutes.
However i see that this is work in progress. Some models looks like placeholders, because they are just imported from wc3 without increasing detail.
Coming to the PTR this week, apparently!
Nice, blizzard is finally publishing those mofels. Now if only they'd do it for their wow and Diablo models.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Hm.. I was thinking about a community project doing such a thing, but blizzard doing it officially... that's amazing.
holy shit holy shit holy shit holy shit!!! finaly!!! I'm super excited. Got so bored lately without any new assets. This is awesome! Where did you get screenshot/info from?!
(few seconds later) Wait, i just look at screenshot thoroughly and i see that some of the models are not HD, just imported from wc3 directly. I see like Doomguard and skeleton looks like HD remakes and troll, scorpion, etc are just common ones.......? Maybe it someone's mod.
This is cool and all, but I dont quite see what makes people so excited about this. We all have these models (and more/better) in WoW model form, which arent even hard to import into SC2. So its not like people can do more with these models than they could before.
WoW models are pretty graphically expensive and don't look all that good from the top-down perspective that SC2 uses in my opinion. Which makes sense, since they were designed to be viewed in 3rd person.
There's also something to be said about having the old WC3 models since a lot of them never made it to WoW, like the revenants for instance!
Lastly, nostaliga. Omg nostaliga.
awesome idea but somehow 4 years too late (better late than never?) + i still dont have access to hots assets (didnt buy it) inside editor which i dont understand
@Crainy: Go
WoW models are bad because attachment operations do not work as intended with them, also some of them have too large textures, also they dont have hitboxes so action actors won't function properly with them. Also what Tya said. It's amazing addition imo
Comunity already put many models into assets, there are more than hundred of them. Interesting themed maps - that's what is true purpose, I think.
In the video on twitch they said they would like the "developers" (as they referenced the mapmakers) to create some little maps during PTR, using those assets - a level from wc3 campaign, or a cutscene, or some simple arcade map.
WoW models' poly count is low, definitely below most simpliest sc2 models like marines or drones (<2k polys). Textures are small, 512x512 in best case. The only way to make them any performance heavy is to give them huge complex material and shittons of particles. But who would do that. So, they are cheap. Even Storm models, with 10-15K polys (thor, for example, has 16k) perform pretty fast.
Some of them - yes. And some are roundy and look ok. Stone golem, for example. One could easily find like 100 fitting models during one casual WMV raid - enough for anything. But tall elves and humans are indeed out of sc2 style.
I'd name another inconveniency. SC2 units attack immediately when they have target available. While WoW models' attack animations have realy long preparation stages, 0.4-0.5 sec. Which affects gameplay decisions, cause actor-cutting those anims or ignoring them doesn't look good, so units must have attack delays and lower fire rate.
Direct WMV -> SC2 route is far from being appropriate. Art Tools editing of WoW models fixes everything you have and haven't mentioned.
Yes but the question is if i realy want to spent an extra 0.5-1 hour (after getting familiar with art tools!!) to make all adjustments in 3d package after i already spent a 3-4 hours on data editing work. The answer is "nope!" Also i hate shity import in maps. It just suck ass!
@abvdzh: Go
Still your argument is beaten, because it's not "they dont have hitboxes", it's mapmaker didn't add them.
it's not like sc2 not have fantasy themed models it's mapmaker didn't make them :)). It's not like sc2 didn't have lobby at launch it's the modders didn't add it :). free slaves ftw!
@abvdzh: Go
Excuse me for being truistic, but this should be articulated. There's difference: a thing can't be done, and can, but it takes time. Sc2 mapmaking is unfuckingbelievably time consuming. After making a few games in Unity, I was as much shocked as Stewie was when he saw a human vagina for the first time, about how much time and mindpower data routine consumes for tiniest things. So, 0.5 hours of chilling in 3d max can be as ignored as a single zealot within a protoss ball. So, when someone complains about something in sc2 mapamking area, it's only correct to use "it is not possible at all" argument, while using "it takes time" argument is self-delusive.
That's pretty damn amazing. The Heroes models look so good! I was wondering if down the line when we have access to Heroes models, if using them would be prohibitive in terms of how many models we can afford to have onscreen, but if they're on about the same level as a thor then that's good to hear.
@Zolden: Go everything is possible in this world, it just takes time. time is the only measure for making something happens or not. That's why it worth so much, whenever you get paid you get paid for your time, that value depends on your skills. You can go to another country on your feets but whould you find it reasonable? seems not.
@abvdzh: Go
Ok, if relativeness of numbers isn't enough, there are quality based arguments. WMV creates only diffuse map for models, which look pale and not cool at all. Models with only diffuse map just don't create a connection between player and game, brain refuses to treat models without specularity as characters. You can spend hours on polishing your abil, but shitty looking model would ruin the impression. I'd say it's better to keep zealots and marines instead of not edited wow models.
The only exception is if someone edits map light towards wc1 scheme, maximize diffuse colors and remove speculars. So, everything would look colorful and cartoonish, and in this case direct wmv import would not ruin visual impression, casue there won't be room for futher ruining :)
@Zolden: Go
now there's nothing to argue with. I agree with everything. The abscence of speculars and normal maps is why i hate import in sc2 custom games. And even if someone will add it it doesn't look polished, as the official sc2 models. I mean, look at warhound, tempest, or kraith models. They polished in every tiny detail AND in animation. The art direction and personally Sam Didier are reasons why Blizzard games are well known for their top-notch quality.
So why i got excited about this pack is mostly because it's official (comes from Blizzard). Thats it. It's not like something i cannot do before with wow substitutes.
However i see that this is work in progress. Some models looks like placeholders, because they are just imported from wc3 without increasing detail.
Hopefully they include the soundtracks and SFX as well.
I hope they include the gameplay and the campaign aswell.
Seems like campaign is a no, since they apparently said that wc3 campaign recreations are okay (and hence implying that Blizzard haven't made one).