The DotA WC3 assets are there for the very purpose you mentioned - they were put there somewhere from a few months to two years after HotS released, I think? It was to coincide with an editor update and a remaster of the SC1 musical tracks, which were also added to the game. I think that's also when they added the WC3 assets. Those where uprezzed because the art team had extra time and decided to do so, so the fans could use said HD assets to make DotA-like and Tower Defense maps. IIRC.
@@RekkinOnTheInternet interestingly enough, changing the color of a unit was and is super easy in Cortex RP engine and the one that succeeded it (I think the Alpha engine)
What's your next ideas for lore vids? I love how you handled the original manual's lore. SC2 has a MASSIVE amount of great lore and world building that they built up overtime throughout the franchise's lifespan. I'd like to see you go through some stuff like short stories and the revelation that the Xel'Naga that uplifted the Protoss and Zerg into the them we know today was Amon's group.
I've got a good amount of work done on the next one, something I'm sure SC1 vets and those who don't know a ton about it will both really enjoy, trying to shed some light on a lesser known bit of the original story.
If I had to guess it's the Brood War manual's lore lol. Regardless of whatever it is, can't wait for your next content man. Genuinely great stuff you're making.
Portrait files where actually a thing in WC3. if you played a number of custom games you may have noticed that some of the units would seem to have really odd portraits, or weirder still you may have noticed that the portrait seemed to change spots randomly. That actually is the lack of a dedicated portrait for the unit at which point it pulls the model file and uses that, and because it doesn't have a camera point to reference it pulls the last valid camera point you had (the last thing you had selected), thus the sometimes crazy camera points such as looking at the top of the head, or clipping into the model, or was way off in the distance.
Likely there when they were developing Heroes of The Storm. Don't forget they wanted "Blizzard DoTA"(you can still find the old official video for HoTS announcement, originally called blizzard dota) HoTS started out as a starcraft 2 Map before being moved to it's own engine. I'm assuming it was in a in-house version of Starcraft 2 and when they did a public update they left in the assets they were testing with a while back (which would explain why it was put in AFTER HoTS was released) since Blizzard's Dev version of the game is a different version available to public to play
Really surprised and glad to see an in depth video about the SC2 editor, i am using it too from 2011 and i can totally agree that it is a tool as powerful as it is frustrating, i still remember the day HotS release patch came out and complete vapourized most of my triggers or the looming threat of param/value messages
I really glad that YT recommended me this video =) We need to decide on the best way how to do unit icons and I was really interested if Blizzard used video/gif on the unit portraits or some mini scenes xD
Basicly the planned blizzard dota as starcraft 2 mod what become blizzard all stars due to legal terms of dota was copyrighted. That eventually become a standalone game heroes of the storm. I think the hd models were come from that era. I think bringing warcraft 3 units was a plan to creat warcraft 3 into sc2 to increase the editor capability. May be they planned reforged in sc2. But since the hardcore of warcraft players didn't liked the sc2 game mechanics I think they switched back to upgrade(since the sc1 remaster was success) the original warcraft 3.
There is one thing i found that's weird, when you wanna choose the campaign tal'darim stalker portrait,which is awesome it only chooses the slayer stupid portrait
You can also send an actor message through the trigger editor to any individual unit/unitgroup/doodad/variable as well as pick all units in x region or something to change tint color rather than affecting all units on the map. You can do some sick RGB flickering gamer stuff with this too lol. Same with the unit scale thing. Theres a LOT of workarounds you can manage by using the trigger editor rather than just the data editor. For what its worth, happen to answer a question if anyone has any
08:00 the reason why its done like that is because changing the albedo (r.b.g) of unit texture after it was created in the scene is easier and more efficient in terms of hardware then create duplicand of unit its self change the texture or texture color then search the unit the load it back to then scene hope its make since
Regarding the green tinting, I am a programmer and I can tell you, it doesn't have to be done that way. At least not from an editor point of view. It's closer to how things happpen in the backend, but there's no reason for it to be that way other than that every easy option you find has to be available anyway through the event system, and most likely this was just something Blizzard didn't require for any parts of the main game, so they probably just figured "why add easy to use options for things that we're not gonna use ourselves". Because again, they have to exist in the more programmatic approach since that's how it happens in the backend, but an easy selection box is completely unnecessary. This is also why they very explicitly say the editor isn't an officially supported product, it's their internal tool, they just made it available to you, so they don't develop it with you in mind.
Also, the reason it's in the WC3 editor is almost guaranteed because in WC3 they actually use the tinting themselves, so they wanted it to be easily accessible. In SC2 they hardly ever use tinted units, they just have their original cool models instead. In WC3 they use tinting as an easy way of reusing units without having to develop new skins for them all. SC2 is more modern and has more spending on things like custom units, WC3 is older and tinting units was way cheaper than making a thousand extra units.
There are an absolute ton of unit portraits, and some alternate skins even have different ones, so I haven't looked at all of them. I did look at a bunch, trying to see if anything else was using something like the UT2004 screenshot, but most did seem to be parts of concept art, textures, or just some colorful smudges. There might very well be some other random stuff hiding in there after all these years.
@@ZerakimSC2 It's definitely Odin _Odin's model_ In Alpha, Thors used to have Odin's models. And they were bigger than the nowadays Odin, because the OG model was, indeed, bigger.
Hey there! Unfortunately, all my weird work in the editor is more on the event scripting end of things, not any gameplay or mechanical stuff. There's a good community of people around the SC2 space that do know those kinds of things though, so I'm sure you can find someone better suited than me!
4:40 WAIT A MINUTE. Dude goes on a rant about how you cannot resize actors the same way you resize doohickeys. And then he continues to explain the next point whilst showcasing the very thing that was allegedly impossible:-D
Sight gag! I just set another random model to use the civilian model and scaled that one instead. It's a workaround with limited application unless you take other steps depending on what you want to with it.
The DotA WC3 assets are there for the very purpose you mentioned - they were put there somewhere from a few months to two years after HotS released, I think? It was to coincide with an editor update and a remaster of the SC1 musical tracks, which were also added to the game. I think that's also when they added the WC3 assets. Those where uprezzed because the art team had extra time and decided to do so, so the fans could use said HD assets to make DotA-like and Tower Defense maps. IIRC.
Interesting, thanks!
@@RekkinOnTheInternet interestingly enough, changing the color of a unit was and is super easy in Cortex RP engine and the one that succeeded it (I think the Alpha engine)
@@RekkinOnTheInternet you could Change an existing units color easily with a single line “@color R G B”
@@RekkinOnTheInternet I also knew the disembodied portraits part, again due to Cortex RP engine.
@@noneofyourbusiness4133 Ah, I haven't looked into any scripting stuff, but that's cool!
What's your next ideas for lore vids? I love how you handled the original manual's lore. SC2 has a MASSIVE amount of great lore and world building that they built up overtime throughout the franchise's lifespan. I'd like to see you go through some stuff like short stories and the revelation that the Xel'Naga that uplifted the Protoss and Zerg into the them we know today was Amon's group.
I've got a good amount of work done on the next one, something I'm sure SC1 vets and those who don't know a ton about it will both really enjoy, trying to shed some light on a lesser known bit of the original story.
If I had to guess it's the Brood War manual's lore lol. Regardless of whatever it is, can't wait for your next content man. Genuinely great stuff you're making.
I totally disliked that retcon. It was much more interesting as it was originally. Now everything is about Amon.
Portrait files where actually a thing in WC3. if you played a number of custom games you may have noticed that some of the units would seem to have really odd portraits, or weirder still you may have noticed that the portrait seemed to change spots randomly. That actually is the lack of a dedicated portrait for the unit at which point it pulls the model file and uses that, and because it doesn't have a camera point to reference it pulls the last valid camera point you had (the last thing you had selected), thus the sometimes crazy camera points such as looking at the top of the head, or clipping into the model, or was way off in the distance.
The portraits were intergrated into unit model files.
That green hydralisk gave me Warcraft 3 flashbacks.
You have discovered the secret of the High Templar background. We are sending the executor to... "Retrieve" you. Don't resist.
If I absolutely had to get abducted by aliens, I feel like I could trust the protoss to be pretty reasonable about the whole thing.
Actor Creation is in theory better as an event as the actor might not have been created on UnitBirth, yet
I'll definitely give that a try next time I'm messing with actors, thanks!
The WC3HD models might have been created for StarCraft DOTA, the prototype that evolved into Heroes of the Storm
That seems totally reasonable.
The fact that you contained your excitement for such a cool discovery is impressive.
Likely there when they were developing Heroes of The Storm. Don't forget they wanted "Blizzard DoTA"(you can still find the old official video for HoTS announcement, originally called blizzard dota) HoTS started out as a starcraft 2 Map before being moved to it's own engine. I'm assuming it was in a in-house version of Starcraft 2 and when they did a public update they left in the assets they were testing with a while back (which would explain why it was put in AFTER HoTS was released) since Blizzard's Dev version of the game is a different version available to public to play
U my brother, won a sub, this video is gold in terms of conspiracy theories and great discoveries, everyone should see this video
Really surprised and glad to see an in depth video about the SC2 editor, i am using it too from 2011 and i can totally agree that it is a tool as powerful as it is frustrating, i still remember the day HotS release patch came out and complete vapourized most of my triggers or the looming threat of param/value messages
I really glad that YT recommended me this video =)
We need to decide on the best way how to do unit icons and I was really interested if Blizzard used video/gif on the unit portraits or some mini scenes xD
They are mini scenes
Basicly the planned blizzard dota as starcraft 2 mod what become blizzard all stars due to legal terms of dota was copyrighted. That eventually become a standalone game heroes of the storm. I think the hd models were come from that era. I think bringing warcraft 3 units was a plan to creat warcraft 3 into sc2 to increase the editor capability. May be they planned reforged in sc2. But since the hardcore of warcraft players didn't liked the sc2 game mechanics I think they switched back to upgrade(since the sc1 remaster was success) the original warcraft 3.
Making the lore of SC2 as animated series, is a great idea! Keep it up. You got my sub for sure
Most splendid, many thanks for this content, it is beautiful to see how the community thrives still. May your day be most magnificent.
I started getting recommended your videos after watching SC2 custom campaign gameplays. A very nice find
There is one thing i found that's weird, when you wanna choose the campaign tal'darim stalker portrait,which is awesome it only chooses the slayer stupid portrait
You can also send an actor message through the trigger editor to any individual unit/unitgroup/doodad/variable as well as pick all units in x region or something to change tint color rather than affecting all units on the map. You can do some sick RGB flickering gamer stuff with this too lol. Same with the unit scale thing.
Theres a LOT of workarounds you can manage by using the trigger editor rather than just the data editor. For what its worth, happen to answer a question if anyone has any
08:00 the reason why its done like that is because changing the albedo (r.b.g) of unit texture after it was created in the scene is easier and more efficient in terms of hardware then create duplicand of unit its self change the texture or texture color then search the unit the load it back to then scene hope its make since
An oddity I found was an unused demon portrait in the model files (not diablo, but like , a human face with burning Amber's. )
It was interesting to watch! :P
Would be interesting to see some more of that content later (though video is already 1 years old :D).
How do you not even have 1000 subs...
oh wow, just found your channel, this is some pretty cool stuff ;D
Regarding the green tinting, I am a programmer and I can tell you, it doesn't have to be done that way. At least not from an editor point of view. It's closer to how things happpen in the backend, but there's no reason for it to be that way other than that every easy option you find has to be available anyway through the event system, and most likely this was just something Blizzard didn't require for any parts of the main game, so they probably just figured "why add easy to use options for things that we're not gonna use ourselves". Because again, they have to exist in the more programmatic approach since that's how it happens in the backend, but an easy selection box is completely unnecessary. This is also why they very explicitly say the editor isn't an officially supported product, it's their internal tool, they just made it available to you, so they don't develop it with you in mind.
Also, the reason it's in the WC3 editor is almost guaranteed because in WC3 they actually use the tinting themselves, so they wanted it to be easily accessible. In SC2 they hardly ever use tinted units, they just have their original cool models instead. In WC3 they use tinting as an easy way of reusing units without having to develop new skins for them all. SC2 is more modern and has more spending on things like custom units, WC3 is older and tinting units was way cheaper than making a thousand extra units.
I have no proof but didnt they test the concept of hots in sc2 ? as in might this work
I'd buy that, yeah. It is weird that so much of WC3r is in there, though.
HOTS was built in the SC2 engine…so yesish?
Magnificent isn’t it
Your voice would be perfect for lore videos.
Next patch? Lol, you're a funny guy
POV: Zergling in 1:38 : *being burnt alive* hai
0:16 StarCraft Action Figures!!!
Just seen your three story videos on SC. I need continuation stories. The art and narration are great
How do we know the backgrounds for all of the portraits don't have weird things in them?
There are an absolute ton of unit portraits, and some alternate skins even have different ones, so I haven't looked at all of them. I did look at a bunch, trying to see if anything else was using something like the UT2004 screenshot, but most did seem to be parts of concept art, textures, or just some colorful smudges. There might very well be some other random stuff hiding in there after all these years.
There is a warcraft 3 mod in starcraft 2 right now
I've seen, very exciting! I'm glad the assets are being put to good use!
Pretty cool video :)
Amazing video
overwarmed spekaing style im sry
Algorithm goes brrrrrr
0:26 What is that green robot? On the left of that screen? Is that the space dimensional fortress?
I think that's the Terratron from the Lost Vikings minigame.
That's the Odin, from the Wings of Liberty campaign, either that, or it's the Thor.
@@ZerakimSC2 It's definitely Odin
_Odin's model_
In Alpha, Thors used to have Odin's models. And they were bigger than the nowadays Odin, because the OG model was, indeed, bigger.
@@ZerakimSC2 It's an Odin, sweetheart
@@ordinator991 thanks honey, love you mwah mwah
god bless you
This video is a year old and has 65 comments? Wow
Hi i’m serching a developer and pay for remake an arcade mod of Starcraft 2 (marin arena) with the editor, can you help me?
Hey there! Unfortunately, all my weird work in the editor is more on the event scripting end of things, not any gameplay or mechanical stuff. There's a good community of people around the SC2 space that do know those kinds of things though, so I'm sure you can find someone better suited than me!
4:40 WAIT A MINUTE. Dude goes on a rant about how you cannot resize actors the same way you resize doohickeys. And then he continues to explain the next point whilst showcasing the very thing that was allegedly impossible:-D
Sight gag! I just set another random model to use the civilian model and scaled that one instead. It's a workaround with limited application unless you take other steps depending on what you want to with it.