Thread: WoW in Unity 5

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  1. #1

    WoW in Unity 5

    The past couple of days I've been using a tool Marlamin created to export models from the client and use them in other engines, such as Unity 5 and Unreal Engine 4.

    Similar to how I made Dark Portal login screens a year ago, I wanted to expand it and use it to improve my knowledge in those engines, so I've started slowly importing Dalaran into Unity 5.

    As of right now, a lot of the models/environments can be "easily" replicated in Unity 5, but things, such as animated doodads and others can't be exported directly from the game as of now, but I could always use the actual models to animate them myself in order to achieve a fully intractable environment.

    I consider this far by done and still work in progress, but wanted to share some screenshots of a version of Dalaran I've been working on.






















    If anyone is interested or can suggest a new area/city that I can try importing in Unity 5, let me know here, once I'm done with Dalaran, I might try to do Orgrimmar due to the amount of metal in it, it can look very nice with reflections on.

    Technically there's also a Executable version of the scene I can provide, but due to the lighting being currently dynamic while I'm playing around with it, it runs at 1/2 FPS for more complex scenes such as Dalaran. Once I finalize and add everything up, That would be improved.

    If you have any questions or suggestons, let me know here, I'm open to feedback.

    tl;dr: wow with bumpmaps n smoothness


    edit: I'll edit in additional stuff I make here on the main post, newest stuff being on top:

    Feb 2017:





    Dec 2015





    + Day Version:

    Last edited by KaNNis; 2017-02-20 at 09:28 PM.

  2. #2
    That's pretty cool. The lighting from the street level lamps strikes me as a bit strange, but I like what you've done overall.

    I always wanted to do a re-creation of Stormwind in something like Blender / Unreal engine.

  3. #3
    Quote Originally Posted by melodramocracy View Post
    That's pretty cool. The lighting from the street level lamps strikes me as a bit strange, but I like what you've done overall.

    I always wanted to do a re-creation of Stormwind in something like Blender / Unreal engine.
    Thanks! I'm thinking of going with Stormwind for the next one as well, but truth is, it wouldn't look too different, using WoW's models in any environment can look good when the model is isolated and surrounded by better models, but if the entire city is based on those models, it doesn't get too far, even if it's using Unreal/Blender.

    I'm still looking for ways to improve this, and better lighting/shadows without killing my laptop is certainly one.

  4. #4
    Looks nice. Really shows the potential of improved lighting and darker nights.

    The glossiness of a number of the surfaces feels kinda odd, though. Most notable is the main stone ground texture — I’d personally create a specularity map that has the mortar between the stones set to very low specularity (~10% maybe) and the stones themselves knocked down to 35% - 45% of their current specularity. I also imagine the walls as having a more matte texture.

    I’ve wanted to recreate little areas of the game in various game engines as well, but have never sat down and invested the time. I’m good with Photoshop and decent with Blender, only leaving me to learn map editors, but once again getting started is always the hardest part.

  5. #5
    Over 9000! Golden Yak's Avatar
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    Oo, luverly. Wouldn't mind seeing that orange crystal cavern from the entrance of Maraudon.

  6. #6
    Quote Originally Posted by iindigo View Post
    Looks nice. Really shows the potential of improved lighting and darker nights.

    The glossiness of a number of the surfaces feels kinda odd, though. Most notable is the main stone ground texture — I’d personally create a specularity map that has the mortar between the stones set to very low specularity (~10% maybe) and the stones themselves knocked down to 35% - 45% of their current specularity. I also imagine the walls as having a more matte texture.

    I’ve wanted to recreate little areas of the game in various game engines as well, but have never sat down and invested the time. I’m good with Photoshop and decent with Blender, only leaving me to learn map editors, but once again getting started is always the hardest part.
    Yeah, the floor comment is what I get a lot, my usual response is to say it's been raining in Dalaran, but I get what you're saying, only reason I had it gloss so much was because I figured it managed to somehow make the rest of the scene look more HD, but I am playing around with the texture right now, and it's already down 60% to what it is in those shots



    Not sure if I'm getting the right effect, the actual texture for the ground has an odd alpha setting on it, probably because of the way the technique WoW uses in engine to show specular, so I figured it would use the alpha to create the same specular that WoW is using, alas.

    Thank you for the feedback!

  7. #7
    Why is the sky purple?
    Atoms are liars, they make up everything!

  8. #8
    I'd like to see how Arathi Basin looks like tbh, Ulduar also comes to mind when trying to eye more details from the game

  9. #9
    Looks pretty nice, The light nights in WoW really let it down imo.
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  10. #10
    Herald of the Titans Racthoh's Avatar
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    wow this looks amazing

  11. #11
    Quote Originally Posted by Kryos View Post
    Why is the sky purple?
    It was honestly a random pruple/twisted nether looking sky I found for free on the Unity Asset Store, I figured it would fit the settings since I wasn't able to export the actual sky from the game correctly.

    Quote Originally Posted by Anathaema View Post
    I'd like to see how Arathi Basin looks like tbh, Ulduar also comes to mind when trying to eye more details from the game
    For anything that's a day scene, I find it harder to push using only whatever the game has to offer with models, a lot of it, if not all is lighting, so if Arathi Basin is set during the day, it would essentially look the same but with more reflections here and there, but I can quickly make an attempt as proof of concept.

    As for Ulduar: Why didn't I think of this earlier. *slowly starts exporting Ulduar*

    Quote Originally Posted by Lolsteak View Post
    Looks pretty nice, The light nights in WoW really let it down imo.
    Thank you! And I'm pretty sure darker nights are coming, maybe not as dark, but probably for a good reason, plus WoW's mostly has a lot of limitations and I'm amazed on what we are still getting considering it's age!

  12. #12
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    Thunder Bluff or Darnassus!
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  13. #13
    Last edited by Manu9; 2015-12-24 at 06:01 PM.

  14. #14
    Looks nice but...

    Quote Originally Posted by KaNNis View Post
    it runs at 1/2 FPS
    Now add at least 100 players there and it would drop to 0.0001 FPS. Great useless work.
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  15. #15
    Quote Originally Posted by Serissa View Post
    Now add at least 100 players there and it would drop to 0.0001 FPS. Great useless work.
    That's a bit harsh Serissa.

    I think it looks great and would like to see ICC or the Caverns of Time
    Quote Originally Posted by Iliyra View Post
    And yet here we are.

  16. #16
    Beautiful !
    (hi fellow Unity dev)

    Btw, I was wondering yesterday, the whole world would be so much more immersive & beautiful if light shading was taking into account objects positions between camera and light sources. For example : I was looking at my mount standing in front of a giant full moon, and mount's overall exposure was the same as if it was standing anywhere else. Using that shading rule wouldn't cost that much, tho.

    Also makes me think : why isn't there some kind of ENH FX mod for WoW, like the ones for Witcher3, Skyrim, GTA, etc ?

  17. #17
    Quote Originally Posted by Serissa View Post
    Looks nice but...



    Now add at least 100 players there and it would drop to 0.0001 FPS. Great useless work.
    Lol wtf is your problem

  18. #18
    The Lightbringer Huntaer's Avatar
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    wtf this is amazing !!
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  19. #19
    Unfortunately we'll never see stuff this cool in wow. There's too many cry babies that'll whine about it somehow affecting their game play.

  20. #20
    Quote Originally Posted by Serissa View Post
    Looks nice but...



    Now add at least 100 players there and it would drop to 0.0001 FPS. Great useless work.
    Not supposed to be functional, just look good. Do you call Mona Lisa "useless work" as well?

    OT, it looks great. As someone else suggested, upgraded Ulduar would look smashing.
    Quote Originally Posted by Maxos View Post
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