- Joined
- Nov 12, 2016
- Messages
- 792
In our research regarding Standard Definition visuals, also commonly referred to as Classic graphics.
• It is evidently proveable that post 1.32 textures of models and special effects models have artifacts/pixelation that the originals
did not contain.
- Which means all of the visuals in S~D have lesser quality compared to any given pre 1.32 patch.
• The methods used to confirm this included:
- The source Blizzard textures available in the War3ArtTools zipfile.
- Setup of an ingame map with no interruption or involvement of 3rd party tools, including loading ingame textures as images
flat on the ground to compare, with a pitch black tileset background for maximum possible clarity.
- Extracting textures for Blp and DDS files, converting them to the loseless PNG format and comparing them side by side.
• Finding the problem is obvious, but suggesting solutions is another story, these should be good solutions to the problem:
- We are highly suspecting that using the very format of DDS itself produces bad results for the S~D model textures, hence...
one solution is to reimporting all of them back into the game using blp format.
- There is also suspecion that the files may have been directly converted from blp to dds (lossy on lossy image format) that
might have caused this, while taking into consideration the textures might have actually not gotten a possible retouch after
conversion which is usually a standard. we also don't know what type of DDS format Blizzard used, if they are able to keep the
DDS format but do a proper conversion with manual retouching with internal tools to make sure artifacting and pixelation
is reduced, it is obviously the best solution.
- A very humble solution should resources and manpower be lacking is also to only, specifically, convert all of the possible
special effect peices attached to certain models such as Elementals and Phoniex and Team glows/hero glows which are
mostly made out of sfx particles and standalone SFX models themselves with a Source to Blp conversion. while leaving the rest
of the SD models on DDS. since the most obvious of this problem is visible ~ on those pieces.
Credits to: BogdanW3, Retera, Kacpa2 and Ghostwolf for assistance and insight.
Affiliated Link (Twitter)
• It is evidently proveable that post 1.32 textures of models and special effects models have artifacts/pixelation that the originals
did not contain.
- Which means all of the visuals in S~D have lesser quality compared to any given pre 1.32 patch.
• The methods used to confirm this included:
- The source Blizzard textures available in the War3ArtTools zipfile.
- Setup of an ingame map with no interruption or involvement of 3rd party tools, including loading ingame textures as images
flat on the ground to compare, with a pitch black tileset background for maximum possible clarity.
- Extracting textures for Blp and DDS files, converting them to the loseless PNG format and comparing them side by side.
• Finding the problem is obvious, but suggesting solutions is another story, these should be good solutions to the problem:
- We are highly suspecting that using the very format of DDS itself produces bad results for the S~D model textures, hence...
one solution is to reimporting all of them back into the game using blp format.
- There is also suspecion that the files may have been directly converted from blp to dds (lossy on lossy image format) that
might have caused this, while taking into consideration the textures might have actually not gotten a possible retouch after
conversion which is usually a standard. we also don't know what type of DDS format Blizzard used, if they are able to keep the
DDS format but do a proper conversion with manual retouching with internal tools to make sure artifacting and pixelation
is reduced, it is obviously the best solution.
- A very humble solution should resources and manpower be lacking is also to only, specifically, convert all of the possible
special effect peices attached to certain models such as Elementals and Phoniex and Team glows/hero glows which are
mostly made out of sfx particles and standalone SFX models themselves with a Source to Blp conversion. while leaving the rest
of the SD models on DDS. since the most obvious of this problem is visible ~ on those pieces.
Credits to: BogdanW3, Retera, Kacpa2 and Ghostwolf for assistance and insight.
Affiliated Link (Twitter)
I originally decided to bring out the big guns and do an exceptionally massive image comparison document, but, i'm not sure if Blizzard will even respond to it, but you may find some files, here, however, i will put effort into greatly expanding this should they show signs of communication ~ any update to the file will be documented by date.
October 3rd 2021: The only update prior to any news or signs of further development of the game by Blizzard.
Now includes terrain texture comparison folder, and an additional video of the Water Elemental, credits to Retera.
October 3rd 2021: The only update prior to any news or signs of further development of the game by Blizzard.
Now includes terrain texture comparison folder, and an additional video of the Water Elemental, credits to Retera.
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