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    posted a message on Warcraft: Armies Of Azeroth

    @DEFILERRULEZ: Go

    well for optimisation its possbile to reduce greatly Texture quality, resolution. And have minimum usage of Sound files from WC3 or WoW like having only workers, announcers and some basic units voices.

    Posted in: Project Workplace
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    posted a message on Warcraft: Armies Of Azeroth

    @ThePhail: Go

    doubt that they lack Data or Triggering guys to make things work (rememebering the amount of people remake Warcraft with SC2 assets). Experienced or good enough 3d modellers that could work with Art Tools is required. The Art dudes.

    Posted in: Project Workplace
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    posted a message on Warcraft: Armies Of Azeroth
    Quote from Forge_User_24313475: Go

    Love how everything seems to be custom models (instead of ported WC3/WoW ones).

    Barracks model for sure is heavily edited from WoW barracks model. Townhall and Barracks uses WoW roof texture, edited enough for sure.

    Posted in: Project Workplace
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    posted a message on Warcraft: Armies Of Azeroth

    get hyped boys!!!

    sadly it looks totally awesome..

    Posted in: Project Workplace
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    posted a message on [Model Showcase] Warcraft Units

    @TaylorMouse: Go

    simple, hard work and using professional tools and knowledge to make stylistic work.

    not some shitty work like reusing texture from sc2 or using other Blizz games models and slap some normals and speculars..

    Posted in: Artist Tavern
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    posted a message on Update Actor Shadow state

    @abvdzh: Go

    k thanks, seems to work..

    Anyway to make the shadow rendering effect only for specific player. Like player A have turned option off and has no shadows in game while player B does have and A player wouldnt effect B. as now Its just effects player A units and not player B. Not tested but probably it would turn Option for player B the render of shadow while his Option is in reverse effect. Would act like real graphical settings for specific player.

    Edit: solution to have 20 behaviors for every player?

    Posted in: Data
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    posted a message on Update Actor Shadow state

    @abvdzh: Go

    How to delete Shadow Blobs? in actor events

    Posted in: Data
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    posted a message on Update Actor Shadow state

    @abvdzh: Go

    well this would be one way to solve partly the problem, still tho would want those blob shadows to have..

    Edit: and it seems like it would set For every player this setting.. so doesnt work well then..

    Posted in: Data
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    posted a message on Update Actor Shadow state

    im trying to make toggable option ingame that would Not render shadows on Medium or higher Shader setting and would create blow shadows if Unit actor has such flag set.

    I have working Toggable option and actor events that would allow or disallow display of shadows and add blob shadows. But cant make them update properly as it only updates itself only when Unit Actor is created and not updated dynamicly with Upgrade change that is linked to show or hide shadows.

    in image below i have actor events settings. There was Upgrade.*.Remove but it didnt worked..

    Posted in: Data
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    posted a message on Civilization Conquest
    Embed Removed: https://www.youtube.com/v/xLiSpJAa93s?fs=1

    so im working on this map currently.. Basing my project on other Game titles like Anno 1404 and Knights and Merchants. Currently at alpha. Optimized badly. So yeah.

    Description:
    Build settlement. Houses, industry structures. Houses consume food (beverage, clothing, property resources), that produces gold. Houses progress Tiers that has more Energy = Population and Tier of house modifies the Tax income. Unlocking other structures and units by having specific House Tiers.

    Production - build and gain resource. Some consume resources to produce other like setting up Weapon production.

    Combat - recruit units by having weapons and monies.

    some forum if anything http://twodyprojects.freeforums.org/index.php

    Posted in: Map Feedback
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    posted a message on WC4 level art WIP

    @ahtiandr: Go

    well those concepts are understood way before for me so didnt even bother mentioning

    Posted in: Artist Tavern
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    posted a message on WC4 level art WIP

    @JacktheArcher: Go

    when its specifily designed to use all options given in this new Engine, that is released after 6-10 years after WoW? (Low detailed WoW models vs SC2 high detailed models. And textures being higher resolution, and has more Texture layers? Diffuse WoW texture vs Diffuse, Specular, Normal texture layers that adds much more depth in them...) damn son.. U RISE RAGEE with such not thought out statements

    Posted in: Artist Tavern
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    posted a message on WC4 level art WIP

    original post on HIVEMIND!! http://www.hiveworkshop.com/forums/modifications-development-presentation-664/wc4-level-art-253327/

    development seems to hit from mid summer..

    on Art itself:

    its good looking work.

    if only I wasnt lazy fuck :<

    Posted in: Artist Tavern
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    posted a message on NA unable to publish maps.

    @FunkyUserName: Go

    @SoulFilcher: Go

    im accusing them of some kind sorceries!?!? No. Im stating a fact - promise wasnt delivered..

    Quote from Traysent: Go

    I'll update you guys at the end of our day with any progress we make.

    simple reply like this: "fuck you guys im going home.."

    would make ur accusstions valid. No reply, simple thing where given for us at the end of the work day..

    Posted in: General Chat
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    posted a message on NA unable to publish maps.

    @FunkyUserName: Go

    more like another false promise :<<

    Posted in: General Chat
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