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Everything posted by Amaroth
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From the album: DotA2 map for WoW
I have shaped ground so its no longer flat anywhere, to make map look more real and aestheticaly pleasing. Now time for first model spawns comes. I usually texture ground and then spawn models, but because I will need to draw roads to match stairs, rocks, impassible forests and so on, I have decided to reverse my ordinary order of doing things. So, I started spawning rocks, walls and so on. Walls will get retextured ofc. And, yep, I want to have rocks and cliffs made mainly of models and not of terrain. This map is just a little bit bigger than 1 ADT, so hopefully it won't lead to performance drops. -
From the album: DotA2 map for WoW
I wanted to have something solid, decent and easy to recognize for marking my positions of forests. I will have to make them very dense and surround them with collision models, so I wanted to make sure my outlines will look as good as possible. Just a minor step in fact. -
From the album: DotA2 map for WoW
Stairs have rails now, which made me to polish a lot of terrain around them and turn it into nearly final version (spawning rock models on those cliffs might make me remodel that whole thing again, we shall see about that). -
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Thanks, that definitely sounds interresting, but my collisions will be based more on M2s than on terrain itself. I need to finish spawn of forests, then I can start thinking about collisions. Or would it be possible to import it into Blender even with models on that ADT? Aaand just btw, I am familiar with Maya, but I can't create even a single polygon in that damned Blender. I would have to learn how to use that program and honestly, I am really uncomfortable whenever I have to use it.
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It definitely won't look like it looks now (btw, on another screenshot you should be able to see I already started creating mountains from that flat terrain - ). I will finish those mountains - somehow - to make it look better. Anyway, noone will ever see that map from above, so its not that important to me now. I also don't want to rely just on terrain and collision - I really need to make damn sure players won't get ANYWHERE where they should not. Which means I will have to use many invisible collision walls to prevent them from climbing on rocks, going though forests which should be impassible and so on.
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From the album: DotA2 map for WoW
I am not entirely sure how these mountains around will look like. I will definitely want to edit them to make them look less... Like this :D. But this is at least the most important part - that facing players and keeping them in map. I'm still figuring out how to finish them. -
From the album: DotA2 map for WoW
I finished repairing of my sketch, polished terrain up and also made transition between dark and light textures in river. Why does this look like a blackboard in school? -
From the album: DotA2 map for WoW
I used huge helper cube model to make my terrain even. I don't like "flat" maps beginners tend to make, but DotA map IS flat. I will add small hills there later but I still want to try to keep map really feel "DotAlike". Making map flat without giving it flat feeling in WoW 3rd person world may be a little difficult, so I am still not sure how this will end up. I have also spawned stairs when model was being polished up. Shadowmoon stairs look simple and good enough for me, maybe I will retexture them later (and some trees and so on maybe as well). -
From the album: DotA2 map for WoW
Most of textures I'm going to use. I wanted to keep my pallete as simple as possible - dirt texture, texture to be put under trees and which will be used for shading of dirt, rocks, road. Where it will be possible I will later swap unused road texture to get some extra effect like flower, lava, or whatever similiar. -
From the album: DotA2 map for WoW
For each map I create my own "Ikea", place where models I'm going to use are spawned. Its quite likely that I won't use all models in Ikea, but I will be choosing from them while spawning models on map. -
From the album: DotA2 map for WoW
For each map I create my own "Ikea", place where models I'm going to use are spawned. Its quite likely that I won't use all models in Ikea, but I will be choosing from them while spawning models on map. -
From the album: DotA2 map for WoW
For each map I create my own "Ikea", place where models I'm going to use are spawned. Its quite likely that I won't use all models in Ikea, but I will be choosing from them while spawning models on map. -
From the album: DotA2 map for WoW
Veeery rough terrain profiling, just to take a look how map will look like. -
From the album: DotA2 map for WoW
I went into game and compared my sketch with game version of map. There are dozens of hiding places in forests, where character can go, so I decided to add them into my map as well. -
From the album: DotA2 map for WoW
I added sketch of forest areas, which is still based just on map, so again, it will need some corrections after being compared with game version. I also spawned those farm housed to mark turret positions. -
From the album: DotA2 map for WoW
Based on map, this is sketch of any rocks and cliffs I found on that map. Thanks to grid on map I could be very accurate, but it will still need some polishing after comparing with live game version. -
From the album: DotA2 map for WoW
Minimap obtained from wiki, with ADT, chunk and subchunk grid on it. I wanted to keep map as accurate as possible, so this was the first step I made. -
A way around would be using friendly reputation, which would be changed into hostile reputation when some event occurs. Such script could be easily done even in SmartAI.
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How can you speak about realistic armor when facing such "helmet"?
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Well Vellear, for me it was like "Mhm, its OK I guess" and I was just not sure what would I do to make this set look better. When you came up with that second version with horns, it immediately became pretty obvious, that shoulders didn't match helmet very well. But like I said, I was pretty unsure what was wrong. I guess there are not many designers really experienced in designing armor sets.
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6 years old tutorial won't work by any means, a hell LOT changed since then. https://trinitycore.atlassian.net/wiki/display/tc/Installation+Guide
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Shoutbox is a great tool for such purpouses. However, you may always add me on Skype (striker159753). Just keep on mind that I work only with 3.3.5a and that I am not a core developer. I know a thing or two about programming, but sadly, only in C#, not in C++. My knowledge about porting or retro-porting 3D models to WoW is also quite limited.