You should know better than making a topic with such an incredible bad title. Shame on you
For your question: SC2 quality models range from 1/3 of a Mb to 1 Mb. Giving a standard of (2/3Mb) is 36*(2/3) = 24 Mb.
If you choose to go down in model quality just a bit, nothing too visually noticable, you can probably get it down to 15Mb or so
its not really the models themselves that take up alot of space, as is the Textures.
The Models usally range anywhere between 50-200kb (500kb for cinimatic) but each texuture can range from 50kb-1.3mb
Each model has 4 main texture slots:
Diffuse - the color
Specular - how light is reflected and the color of it
Emissive/Emissive2 - any glow effects
Normal - adds Lighting and detail
so your looking at anywhere between 1mb-5mb depending on detail. Death Models usally have there own diffuse but will use all the maps of the regular model.
an example would be the Marine, it uses 9 maps total for the Main and Death model, for a total of 2.37mb
I would recommend creating a separate Mod for both races, and set them as dependencies for your map (dependencies would have to be published as well.) This will allow you to exceed the 20mb limit and be able to tweak your map without uploading a large file each time.
you know of anyone I could talk to to get these "Dependencies" from people who have already done this?
If no one has done this, when I do this i will share it with everyone.
unfortunately, I don't believe anyone has gone into depth on the subject simply because they haven't had the need to.
I've dealt a little in dependances, but it was mainly just testing.
The only bugs i came across were if the dependency was only stored locally and the map was trying to be published, Or having the directory of the
local dependency changed.
I am not aware of any WC2 model collections or projects. There have been some attempts for WC3 models, and there are obviously the WoW-Ports.
Creating a mod is not that hard. Create a new mod, like you would create a map, just select Mod for the document type. The size and terrain option etc will disappear, and you have a new mod, which contains about the same information as a map, just no terrain. You can modify any data, add triggers, import files etc, just like you would in a map.
To use the mod file, you can add a dependency to the map. Usually, you use Add Standard and select the campaign dependencies, for example. For your own mod, you select Add Other instead. A new window with 2 tabs opens: Local File and Battle.net. Here you can specify, which mod you use. To use it for a map you upload to the Battlenet, you need to upload the mod first, then add it to your map by searching it in this list.
The additional local file can be specified for testing purposes, so you don't need to always upload a new version of the mod to test it, and you don't need to log in, everytime you want to test the map (which you would, if you don't specify a local file).
Everytime you update the mod, you need to update the map as well, because it will continue to use the older mod version otherwise to avoid compatibility issues.
Interesting, how bad will loading time be affected if a map uses, say, 60 MB of mods...
From my experience, the loading time is almost unaffected by the sheer size of imported data or used mods. What will affect the loading time however is loading the models, when they are placed on the map for the first time. The effective loading time of the map thus depends on the amount of models, which are created at map initialization.
About how many Mbs would be required for around 36 Models?
I'm Trying to re-create the Races form Warcraft 2.
@JakeCake26: Go
lol alright thanks, i put terrible titles when i need quick results :P
@Taintedwisp: Go
its not really the models themselves that take up alot of space, as is the Textures.
The Models usally range anywhere between 50-200kb (500kb for cinimatic) but each texuture can range from 50kb-1.3mb
Each model has 4 main texture slots:
Diffuse - the color
Specular - how light is reflected and the color of it
Emissive/Emissive2 - any glow effects
Normal - adds Lighting and detail
so your looking at anywhere between 1mb-5mb depending on detail. Death Models usally have there own diffuse but will use all the maps of the regular model.
an example would be the Marine, it uses 9 maps total for the Main and Death model, for a total of 2.37mb
I would recommend creating a separate Mod for both races, and set them as dependencies for your map (dependencies would have to be published as well.) This will allow you to exceed the 20mb limit and be able to tweak your map without uploading a large file each time.
Formally Kinkycactus
@ZombieZasz: Go
alright, well this is a non important part for my map.
@Taintedwisp: Go
you know of anyone I could talk to to get these "Dependencies" from people who have already done this?
If no one has done this, when I do this i will share it with everyone.
unfortunately, I don't believe anyone has gone into depth on the subject simply because they haven't had the need to.
I've dealt a little in dependances, but it was mainly just testing.
The only bugs i came across were if the dependency was only stored locally and the map was trying to be published, Or having the directory of the
local dependency changed.
Formally Kinkycactus
Are you asking, if anyone already created a mod including your needed WC2 models, or you asking, how to create and use a dependency?
@Kueken531: Go
The first and if the answer is no, then the second
I am not aware of any WC2 model collections or projects. There have been some attempts for WC3 models, and there are obviously the WoW-Ports.
Creating a mod is not that hard. Create a new mod, like you would create a map, just select Mod for the document type. The size and terrain option etc will disappear, and you have a new mod, which contains about the same information as a map, just no terrain. You can modify any data, add triggers, import files etc, just like you would in a map.
To use the mod file, you can add a dependency to the map. Usually, you use Add Standard and select the campaign dependencies, for example. For your own mod, you select Add Other instead. A new window with 2 tabs opens: Local File and Battle.net. Here you can specify, which mod you use. To use it for a map you upload to the Battlenet, you need to upload the mod first, then add it to your map by searching it in this list.
The additional local file can be specified for testing purposes, so you don't need to always upload a new version of the mod to test it, and you don't need to log in, everytime you want to test the map (which you would, if you don't specify a local file).
Everytime you update the mod, you need to update the map as well, because it will continue to use the older mod version otherwise to avoid compatibility issues.
@Kueken531: Go
Well This sounds like a smaller Simpler Project.
@Kueken531: Go
Interesting, how bad will loading time be affected if a map uses, say, 60 MB of mods...
@Zolden: Go
I'm hopeing this mod will be around 13-16 MBs.
From my experience, the loading time is almost unaffected by the sheer size of imported data or used mods. What will affect the loading time however is loading the models, when they are placed on the map for the first time. The effective loading time of the map thus depends on the amount of models, which are created at map initialization.
@Kueken531: Go
Well I still want to make this mod, When I release it, I will release the model pack and the Mod.
@Taintedwisp: Go
Are you goin' to import models or create 'em from scratch?
@Zolden: Go
Gather some from others.
Export and convert some Wc3 might upgrade them and smooth them out a bit.
get some WoW models too.
Those are the plans for that.
I'd recommend to add specular maps to WoW and WC3 models, it would make 'em look prettier.
@Zolden: Go
I will be learning 3ds max as I do these so dont expect these anytime soon. lol.
Agreed on that one. I've been learning for 2-3months now and I barely scratched the surface