@Leruster: Go
Yes doodad models were also problematic, my guess is jusy that something changed in the material parts of the model format since the mesh chunks still work properly.
And why exactly would the model format changing explain ttheir delay in the art tools? I mean they USE these art tools to make their own models, I mean, they have them already :P
I've yet to see any artosis or Day9 critters... o.O there's a lot of more cool stuff that i am simply not posting. Besides, Maity has a way to preview them in editor so we'll be readying something special for you guys with that, that's my guess, they look better in the editor ;o
Either way, I am in the beta so I'll probably be streaming. I just need someone to play with me, since I am alone in sc2mapster channel :(
Now, before I go to bed, let's take a quick look at the editor (which apparently has no visual changes whatsoever)...
First main screen with creep tool selected.
Then the new cutscene editor. My god was that properties right-side pane there before? I don't recall it and it seems so freaking useful...
AND the question you've all been waiting for, or at least the one that has kept me digging for like 2 hours past my bed time and only leaving me 1 hour to sleep.... *drums*
They specifically did this to prevent us from taking HotS content and putting it into WoL.
Not really. Things just change. The engine has changed, I am not surprised the model format has too, probably included some improvements to it and such. And I have not tested old models, just new ones. Plus with a little bit of cleverness I've managed to animate some. The materials are just a bitch to add but not hard at all. I could, in theory, get the models inside WoL if I had the time :P
If they wanted us to not touch their content they'd have done better, like, encrypting their MPQs which would have only delayed me, really :P
ALSO NOTE: that there seems to be an improvement in tilesets. There seems to be "parallax" backgrounds, specifically for korhal city tileset. Parallax tilesets are those that add "depth" to your terrain, like in D3 for example, remember those angels fighting demons in the background of ACT 4? Yep, Parallax Backgrounds. This is my educated guess but then again, we never know with blizzard :P
Nevermind this, just some portraits from the new units *whistles*
EDIT2: Oh and just a new critter...
WARNING TO DEVELOPERS: THE M3 MODEL FORMAT HAS CHANGED. I HAVE NOT YET IDENTIFIED IF THINGS ARE JUST SCRAMBLED OR HAVE REALLY CHANGED BUT THE MATERIAL CHUNKS CANNOT BE IMPORTED. PROBABLY BONES EITHER.
Well... I was doing this on the staff forum but seeing how people already have started the party, LETS MINE THIS STUFF!
From my post in staff forum:
There seems to be a .lvl0 file type associated to every single one of the textures coming along with the Swarm mods. MPQs are found in mods folder, as usual, and under Swarm.sc2mod and swarmmulti.sc2mod.
MORE TO COME, EXTRACTING ALL TEXTURES ATM.
EDIT: Apparently textures are separated now. Tilesets seem to bring a set for "low" resolution textures which are 512x512 and high resolution which are 1024x1024. Screenshot of new "Desert Tileset" Pallete has been attached. Low resolution textures seem to lack alpha channel.
EDIT2: Attaching texture pallete preview for "ice world" tileset.
EDIT3: Attaching texture pallete preview for "korhal city" tileset. Can anyone see a difference between the old korhal tileset in WoL? There's also a korhal platform attached.
EDIT4: HERE'S A SEXY ONE. This one's labelled as "Starship". It also has a pallete of not eight but NINE textures! maybe they'll allow us a wider pallete selection now? Anyway. Pallete preview attached in screenshots.
EDIT5: And this is probably the last tileset, it's called "zerus".
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@Leruster: Go Yes doodad models were also problematic, my guess is jusy that something changed in the material parts of the model format since the mesh chunks still work properly.
And why exactly would the model format changing explain ttheir delay in the art tools? I mean they USE these art tools to make their own models, I mean, they have them already :P
And lastly, ZERUS
So I'm not doing the three korhal related tilesets, instead i'm posting random doodads:
Iceworld "Kaldir"
Desert World "Phaeton"
Dumping some starship... or most likely everything on starship which is actually called "Daaleam Ark"
I've yet to see any artosis or Day9 critters... o.O there's a lot of more cool stuff that i am simply not posting. Besides, Maity has a way to preview them in editor so we'll be readying something special for you guys with that, that's my guess, they look better in the editor ;o
Either way, I am in the beta so I'll probably be streaming. I just need someone to play with me, since I am alone in sc2mapster channel :(
So, here's a "Dominion Launching pad" All variations.
Bonus image: Collapsible rock tower.
.*stares at all my data mining in previous posts*
What? We were supposed to wait?
Now, before I go to bed, let's take a quick look at the editor (which apparently has no visual changes whatsoever)...
First main screen with creep tool selected.
Then the new cutscene editor. My god was that properties right-side pane there before? I don't recall it and it seems so freaking useful...
AND the question you've all been waiting for, or at least the one that has kept me digging for like 2 hours past my bed time and only leaving me 1 hour to sleep.... *drums*
Startools?
l*drums*
NOPE!
Not really. Things just change. The engine has changed, I am not surprised the model format has too, probably included some improvements to it and such. And I have not tested old models, just new ones. Plus with a little bit of cleverness I've managed to animate some. The materials are just a bitch to add but not hard at all. I could, in theory, get the models inside WoL if I had the time :P
If they wanted us to not touch their content they'd have done better, like, encrypting their MPQs which would have only delayed me, really :P
ALSO NOTE: that there seems to be an improvement in tilesets. There seems to be "parallax" backgrounds, specifically for korhal city tileset. Parallax tilesets are those that add "depth" to your terrain, like in D3 for example, remember those angels fighting demons in the background of ACT 4? Yep, Parallax Backgrounds. This is my educated guess but then again, we never know with blizzard :P
Nevermind this, just some portraits from the new units *whistles*
EDIT2: Oh and just a new critter...
WARNING TO DEVELOPERS: THE M3 MODEL FORMAT HAS CHANGED. I HAVE NOT YET IDENTIFIED IF THINGS ARE JUST SCRAMBLED OR HAVE REALLY CHANGED BUT THE MATERIAL CHUNKS CANNOT BE IMPORTED. PROBABLY BONES EITHER.
There's also 4 planet loading screens, and they all have names in them so I can confirm the following planets: Kaldir, Korhal, Rendez vous, Zerus
Attaching the backgrounds, of course, so you guys can see them.
Pick your new wallpaper people!
Well... I was doing this on the staff forum but seeing how people already have started the party, LETS MINE THIS STUFF!
From my post in staff forum:
There seems to be a .lvl0 file type associated to every single one of the textures coming along with the Swarm mods. MPQs are found in mods folder, as usual, and under Swarm.sc2mod and swarmmulti.sc2mod.
MORE TO COME, EXTRACTING ALL TEXTURES ATM.
EDIT: Apparently textures are separated now. Tilesets seem to bring a set for "low" resolution textures which are 512x512 and high resolution which are 1024x1024. Screenshot of new "Desert Tileset" Pallete has been attached. Low resolution textures seem to lack alpha channel.
EDIT2: Attaching texture pallete preview for "ice world" tileset.
EDIT3: Attaching texture pallete preview for "korhal city" tileset. Can anyone see a difference between the old korhal tileset in WoL? There's also a korhal platform attached.
EDIT4: HERE'S A SEXY ONE. This one's labelled as "Starship". It also has a pallete of not eight but NINE textures! maybe they'll allow us a wider pallete selection now? Anyway. Pallete preview attached in screenshots.
EDIT5: And this is probably the last tileset, it's called "zerus".