D3 models seem to look surprisingly good rendered in D2. GJ!
@Jetaman Have you tried to split your animations yet due to size?
Inertia wrote:D3 models seem to look surprisingly good rendered in D2. GJ!
@Jetaman Have you tried to split your animations yet due to size?
Segolia wrote:Sick work by the way. Get a cookie.This might sound a little too paranoid of me but i dont want to look at a possible scenario where blizz gets wind of d3 models in median and C&D's it because of that. They pretty much dont care about D2 but D3 stuff in other people mods might trigger them, i mean its Blizzard we're talking about here idk. I suppose worse comes to worse and median goes back to D2 models ofc but yeah.
It's sad but very possible. It's illegal to distribute it in technicality, but it's ignored usually until money is made off of it. See for example; Diablo II realms, or the infinity engine assets. I find it hilarious that Phozen Keep still bans any mention of realms, but yet they promote the use of the infinity engine sprites, which unless they do have rights (in which case please do prove me wrong, I tried looking and couldn't find such proof), it's hilariously ironic.
Marco wrote:@Segolia: what's all the copyright drama? this is basically d3 assets in d2. With that logic you could say median then is illegal because there's a butcher sprite from d1... as long as median is free to play, this is fair use.
i thought limit for a dcc was 256x256?
Marco wrote:Well sure we discussed about that World of Warcraft shutdown with the team, but sb brought a good point which is basically the players that are playing there are loss of profit for blizzard since they are not on their official server which has a monthly subscription fee.
D2 mods require diablo 2 to be installed - so if anything, d2 modding scene increases revenue for blizz.
Inertia wrote:@jetaman Well I figure you can use Photoshop automation to split each frame in half and then use cv5 to make 2 separate .dccs and change the offsets so they fit together. Yes it's much more work, but it's useful if your animations are too big and crash the game. I haven't tried this yet, but I'll have to for some of my boss animations.
@dcc size
AFAIK the .DCC size limit has to do with pixel count (64k I think) so you could have higher width or height than 256 as long as you decrease the other dimension. This limit might also have to do with how the .gif was saved but I'm not sure.
Jetaman wrote:Inertia wrote:@jetaman Well I figure you can use Photoshop automation to split each frame in half and then use cv5 to make 2 separate .dccs and change the offsets so they fit together. Yes it's much more work, but it's useful if your animations are too big and crash the game. I haven't tried this yet, but I'll have to for some of my boss animations.
@dcc size
AFAIK the .DCC size limit has to do with pixel count (64k I think) so you could have higher width or height than 256 as long as you decrease the other dimension. This limit might also have to do with how the .gif was saved but I'm not sure.
I'm not good with Photoshop and I don't know if what you say is true about pixel count, but I always double the first frame and use 1 instead of 0 as a starting frame in CV5 and it allows me to have bigger size dcc's.