![]() I guess you already knew this however since you disable bilinear filtering at higher mipmap levels, resorting to nearest sampling to prevent the bleed across. This is likely why Blizzard did not use mipmaps for terrain but instead kept bilinear filtering. The way the tile sheet system is setup means that mipmap based sampling cannot be used with bilinear interpolation as otherwise one gets bleeding from other tiles around the edges when zoomed out. Mipmap images from the terrain sheets are only used for lower texture quality (video setting), and not for interpolation results. WC3 terrain tile sheets are subject only to bilinear filtering and no mipmaps during sampling. Terrain render appears to have inaccurate filter logic. Also thanks to the rest of the Hiveworkshop community for supporting the creation of this editor. Many thanks to Ghostwolf for without him I wouldn't have gotten anywhere near as far. If you encounter any issue with HiveWE then do ask for help! You can post here, reach me on the Hiveworkshop Discord eejin#4240 or message me on GitHub. Just point the editor at the folder containing them when it asks and you should be good to go! We cannot distribute these due to legal reasons. ![]() ![]() Technically a Warcraft installation is not required since the editor relies only on the game CASC files. Very rudimentary animation parsing and geoset hiding Fixed blocky pixels under oblique angles Instanced rendering for Doodads and Cliffs provide a massive speed upgrade Fixed a bug with the terrain being off by one (64圆4 became 63圆3) Now remembers your Warcraft 3 directory if you previously located it Further increased rendering performance for doodads a lot Now remembers your last open/save location Changed terrain rendering to support different ground texture sizes Improved RoC compatibility for unit loading Some small quality of life improvements Hides the brush when palette is inactive SLK loading is now roughly 4x as fast (improved map load time) Added deprecated.mpq (from 1.29) to the hierarchy Removed war3Patch.mpq from the hierarchy Added a first person camera and allow switching between them Now shows the pathing texture on cliffs too The correct ground texture variation is now chosen Tilesetter now properly enforces 16 tiles Properly set the pathing for water and blight Now uses a ribbon instead of the old menu Trigger and Import editor window modality changed Now uses the OS temporary folder instead of the "Data/Temporary" folder An option to disabled enforcing water height limits Trigger viewer! View GUI and JASS triggers Load and edit map information! (loading screen/description) Import a heightmap (PNG, TGA, JPG and many others) Loads the shadowmap file (implementation waiting) Deep water for terrain palette has proper height Can now launch HiveWE while Warcraft is running Now also shows RoC (.w3m) maps in the open map dialog Default doodad palette to Trees/Destructibles Check for empty warcraft directory path A functioning JASS editor (with some limitations) Full undo/redo for terrain/pathing/doodads Clicking on minimap now moves you to the correct location Doodads now selected with one click instead of two Doodads height after terrain change now interpolated Camera drag now proportional to distance Camera is now a trackball type instead of TP/FP hybrid Rudimentary find window in trigger editor Tabs in the trigger editor now configurable
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