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![]() Thank you for your kind words, mr Flibble.
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Regarding the linkage, the alpha screenshots in the first posts are not exactly correctly captioned. To wit; examine the first screenshot in the "Alpha Stage 2" section, and compare it to the screenshot captioned "Alpha Stage 3", and you can see they are in fact the same screenshot only with a different side panel, and three Warlocks plus a Knight added for good measure. In addition, the "Alpha Stage 1" screenshot is the same as the first "Alpha Stage 1.5" screenshot, only with different building graphics. Most of the screenshots in Hallfiry's post are presentation mock-ups. These mock-ups were created throughout the early phase in production for a variety of purposes; some were created for magazines, for reviewers and such, some for presentations, and some were simply for internal, in-house use. There were, in fact, no such versions as "Stage 1", or "Stage 2", or any other stage either. I have not seen a single actual screenshot with the non-isometric building graphics; they have all been mock-ups created to show the then-intended graphics. The isometric graphics, of course, were then later created by 3D software--if I am not mistaken it was Animator by Autodesk (hence the FLC animation files), and Warcraft 2 used an early version of 3DSMax, if I recall correctly--and resampled/resized to fit the 320x200 canvas. You can see the 3D resampling at work in the screenshots in Hallfiry's post; if you take a look at the screenshot with the purple trees (the same image is on the back of every Warcraft retail box), you can see the Orcish farm's 3D model rendered from a slightly different angle. This camera repositioning can be seen in other screenshots, too, but there are relatively few screenshots available from this period in development, and none of the other ones' are in Hallfiry's post. (As an aside, the purple trees are probably due to Ron Millar's insistence on having very colorful GFX in the game. He insisted the game should be very colorful in contrast to the rather dreary, black and shadowy GFX that seemed to be all the rage back in the day.) I think I have a 100-or-so page PDF document somewhere with a metric ton of information and code analysis of the game. It's been over 15 years since I looked at it, and I seem to recall it was mostly about retail, but there were some points about the demos in there, too. If I can dig it up, I will take a look at it. It's very, very low on my list of priorities, so I may have to bump into it by mistake. (Yes, I am sure you know the data files with a 'war' extension--except data.war, of course--are simply FLC animation files created by the Autodesk software. Rename them with a 'flc' extension and you can view them with a standard Apple Quicktime installation. Be aware the Flic file format's compression is laughably inefficient by present standards.) Quote:
If I come across something, I will let you know, ok? |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2009
Location: Weiherhof, Germany
Posts: 533
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![]() Well, well. Looka here.
While I was Googling some ancient stuff to refresh my Olde Grey Matter, all of a sudden outta left field, in rushes Pat Wyatt with his recollection of the humble Warcraft beginnings: He mentions a lot of the stuff I already have mentioned here. Plus he corrects me by mentioning it was actually Allen Adham who insisted the game should look like a toy box instead of Black Gothic. You have surely read the article already, but I had no idea it was out there, even. Whoda thunk? Not to toot my own horn, but back in the day I maintained somewhat of a correspondence with mr Wyatt regarding--among other things--Warcraft: Orcs and Humans. He was, after all, effectively the sole programmer of the main game. The emails are long gone, but I recall he mentioned he would very much like the source code for the game released under a GNU license, while at the same time lamenting the fact he has no clout with his former company anymore. As an aside, I wish I could toot my own horn, but I am not limber enough. Sure, if I can find it. |
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Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() He also has some interesting stuff on Starcraft there.
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2009
Location: Weiherhof, Germany
Posts: 533
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Warcraft Orcs and Humans | SnarKs | Troubleshooting | 15 | 18-06-2016 10:25 AM |
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