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Reforged Beta Succubus Variants with Whips

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Hello!
Origially posted by Retera
  • I did not make these models, these are an upload of the alternate style Succubus characters that were removed upon the release of Reforged that were originally included in the Beta, in case for some reason Succubus with a whip was your thing.
  • Some of their textures clash with in-game files, so if you import the models and not the textures it will work but the whip will have rainbow colored sword texture over it that does not fit.
  • Mostly, I am uploading this model for completeness. I know that sometimes I look for the 2002 RoC Beta and 2003 RoC Beta assets, and I figure this download could help anybody who scratches their head after reading a post like this one and decides to try to bring back a piece of history in a custom map.
What was updated by Fugrim
Hello again!
I decided to review these models and was not happy about the original issues so I decided to set them properly and update what was needed.
Changes:
  • All the whisps now have proper textures ingame
  • All the models now have proper facefx
  • The models were cleaned of all the extra LOAs and made much smaller in size
In order for these to use FaceFX you need add them to:
  • \Warcraft III\_retail_\units\demon\demoness
  • \Warcraft III\_retail_\units\demon\viletemptress
  • \Warcraft III\_retail_\units\demon\queenofsuffering
Hope you enjoy!
All feedback is welcomed.
Contents

Demoness (Model)

Demoness Portrait (Model)

Queen of Suffering (Model)

Queen of Suffering portrait (Model)

Vile Temptress (Model)

Vile Temptress portrait (Model)

Hive gets Server Error if I try to upload the fourth texture file in the set required for the first model, because it's a normal map, and Hive doesn't seem able to handle that. I already did not include the textures with the models because it was blocking me, and now it is blocking me from uploading the textures alone, so if you want to go all-in and have the textures for these models I am attaching to this post a zip file of the original assets since Hive won't let me upload them and gets server errors and stuff.

The folders in the zip are a direct copy of contents from: _hd.w3mod/units/demon
 

Attachments

  • Reforged Beta Succubus Variants with Whips (fixed).zip
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I also had the impression that Hive is not updating itself to properly receive the files for the new w3R. I don't know for what reasons, perhaps the main part of ADMs is still frustrated and therefore remains indifferent.
Anyway, thank you for the historical rescue, there is also the suggestion for those who have material from the Beta versions and who are not in the current patches, to provide us, if possible. There have indeed been changes in many models.
Me for example ... until today I am behind the first Footman shield, not even in the Beta version you can find it. I think this one will be more difficult, after all, it has been lost since the days of the first Blizzcon advertisements.
full
 
I also had the impression that Hive is not updating itself to properly receive the files for the new w3R. I don't know for what reasons, perhaps the main part of ADMs is still frustrated and therefore remains indifferent.
Anyway, thank you for the historical rescue, there is also the suggestion for those who have material from the Beta versions and who are not in the current patches, to provide us, if possible. There have indeed been changes in many models.
Me for example ... until today I am behind the first Footman shield, not even in the Beta version you can find it. I think this one will be more difficult, after all, it has been lost since the days of the first Blizzcon advertisements.
full
Armor rack doodad has this shield in reforged;)
 
So, it's a great tip ... But his version is much inferior in Doodads, in Retera's it is in a terrible texture (512 pixels) and I think this version even has a reduced quality of polygons. unfortunately!
You can try to rescale texture in photoshop, just use "Preserve detailes 2.0" if you have and add some noice % if need on diffuse. And may be this polygons on your screen is just a normal map)
 
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You can try to rescale texture in photoshop, just use "Preserve detailes 2.0" if you have and add some noice % if need on diffuse. And may be this polygons on your screen is just a normal map)
I was always afraid of the quality of "Preserve details", because it even increases the size, but in most cases it absorbs little sharpness when the primitive image is very bad, sometimes it is better to do a manual image editing. I'll try to create a brand new texture block, based on the bigger details than there is on the internet and then create a TeamColor. Thank you for the tips!
I already uploaded malfurion with no stag, but like 90% of reforged models you have to enable your substandard filter
By the way, even on the "substandard" filter, we didn't find his unmounted production from Jaina Sea.
next is Tyrande unmounted and Malfurion with no stag, hopefully
Version Retera: Malfurion (Without Stag) Reforged
 
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I was always afraid of the quality of "Preserve details", because it even increases the size, but in most cases it absorbs little sharpness when the primitive image is very bad, sometimes it is better to do a manual image editing. I'll try to create a brand new texture block, based on the bigger details than there is on the internet and then create a TeamColor. Thank you for the tips!

By the way, even on the "substandard" filter, we didn't find his unmounted production from Jaina Sea.

Version Retera: Malfurion (Without Stag) Reforged

If you remember my troll raider model, I scaled his helm texture with this way and all is good. Before you tell it "I was always afraid of the quality of Preserve details", try to do it and then you will understand will it work good or no;)
 
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If you remember my troll raider model, I scaled his helm texture with this way and all is good. Before you tell it "I was always afraid of the quality of Preserve details", try to do it and then you will understand will it work good or no;)
I don't say it is inefficient, it even helps in many cases, but I don't trust for extreme cases. You have 512x512, but if you see it well, the material really is within a general set of unique texture, in the upper corner reduced to almost 1/8 of the total quadrant, the pixels are large, there are very significant losses in the details.
But nothing that is impossible, this artifice will also be welcome, now it is logical that it will be necessary to use manual technique for lost details, without a doubt.:peasant-thumbs-up-cheers:
I mean the other one; Furion I guess it is then
I understand..
 
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Hi Retera, this looks great, but is it possible to reduce the file size? Would like to use this model, but 30 MB for one model is too much...
That's more up to you. The point was these are the beta files unmodified so people can do whatever they want with them.

Part of the reason they're so large is they contain effectively four models worth of data in them.
 
For anyone interested, I tinkered with the Vile Temptress model here and made it down to a 988 KB model that does not require custom textures, just as an experiment to see how far I could get with some compression/file size reductions at the cost of a little bit of quality. You could definitely go further.
 

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  • viletemptress_SK3.mdx
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For anyone interested, I tinkered with the Vile Temptress model here and made it down to a 988 KB model that does not require custom textures, just as an experiment to see how far I could get with some compression/file size reductions at the cost of a little bit of quality. You could definitely go further.

Thanks for this, but what tools / steps would we need to compress the file size further? (since file size is a general problem with reforged models)
 
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Hey, thanks for the upload.

Is there any reason the whip textures are not included?
I cannot seem to find them in the gamefiles, but I might still be doing something wrong on my end...
 
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There were a version which they had whip sound effect for attack animation,any possiblity to add it?
 
a version which they had whip sound effect
Do you by chance know the version number of the version that had this, or the date when this was present in the game files? Sometimes if you even just find a YouTube video of the sound, it can help with looking up the version number by date because most people typically used the latest version at the time. For reference, here is a list of build numbers:

1652925532400.png


Meanwhile, of these versions, the ones that I have access to is a shorter list:
1652925947116.png


So, in case that's too confusing, here are a list of builds with the ones that I actually have access to being highlighted:
1652926348756-png.399899

As you can see, this is not an all-encompassing backup and I do not make any promise to retain these indefinitely, this is simply the list of versions that I happen to have at the moment. Also, I continue to wish that I could find a copy of build 13680 because it allegedly contains a model that I do not have, so if anybody has 13680 let me know.

This can be a lot to manually search through, and maybe I'm a little lazy, so if you could point me to what version had a sound, specifically, I would be happy to go look there. It is also quite possible that there was a sound configured in the World Editor, and you could configure a different weapon sound in the World Editor to see if one suits you, too.

Edit: also, in case we don't care about what was, if you just want to add a sound to the whip that is not too hard. You can add an event object to play an ingame sound using Retera Model Studio
 

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  • 1652926348756.png
    1652926348756.png
    116.5 KB · Views: 1,200
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@Fugrim , had you restored the whip crack sounds during the attack animations?

if you just want to add a sound to the whip that is not too hard. You can add an event object to play an ingame sound using Retera Model Studio
@Retera Personally, I knew how to do this with the old SD models, it was pretty easy back then, but now, I have no idea how to do it with the HD models. Is there a detailed tutorial for this specific maneuver?
 
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@Fugrim , had you restored the whip crack sounds during the attack animations?


@Retera Personally, I knew how to do this with the old SD models, it was pretty easy back then, but now, I have no idea how to do it with the HD models. Is there a detailed tutorial for this specific maneuver?
I need and event sound for that and then I can do it. But I do not know of an existing one. Let me know of a unit that has is and I can easy do it in the .txt settings
 
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I need and event sound for that and then I can do it. But I do not know of an existing one. Let me know of a unit that has is...
But the Succubus whip sounds haven't moved, it's still in their unit sound folder, check in the sound editor and you'll see.
... and I can easy do it in the .txt settings
Wow! Timeout @Fugrim ! Are you telling me that we can really attach sounds to a model directly in its MDL form? Because I tried to verify this on the Goblin Shredder model but couldn't find any path to any unit sound. :jd:
 
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But the Succubus whip sounds haven't moved, it's still in their unit sound folder, check in the sound editor and you'll see.

Wow! Timeout @Fugrim ! Are you telling me that we can really attach sounds to a model directly in its MDL form? Because I tried to verify this on the Goblin Shredder model but couldn't find any path to any unit sound. :jd:
Yes. For example the captain has events that are the sound for his death/footprints for walking/blood on the ground when he dies
1688710696949.png
1688710879927.png
1688710917357.png

You can add another event with import and choose which animations you want them to play in.
You can edit them in the Text page to change the time (checking animations sequences for proper time) and just add it
Like @Ardenaso said Paladin for example has an additional sound to his attack which is the hammer swing before hit
Some units do have events for attacks while other don't for some reason but ingame all have. That's because at least the hit sound is set from the world editor in the unit settings
 
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Paladin's hammer sound kinda sounds like the whip
No, "SuccubusWhipSwing1, 2 and 3" sound like the whip :

Capture d’écran 2023-07-07 125646.png

As you can see @Fugrim , there are 3 different sounds, use them.

By the way, do you think you could also attach these sounds to the attack animations of the NE Warden (considering she's equipped with a whip too, that would seem logical), I would really appreciate it:

1688734038337.png


You can add another event with import and choose which animations you want them to play in.
You can edit them in the Text page to change the time (checking animations sequences for proper time) and just add it
Like @Ardenaso said Paladin for example has an additional sound to his attack which is the hammer swing before hit
Some units do have events for attacks while other don't for some reason but ingame all have. That's because at least the hit sound is set from the world editor in the unit settings
Yeah, I know all that, as I said, I used to know how to do these maneuvers with the old model editor, unfortunately, I never understood anything about how to use Retera Model Studio, the best I managed to accomplish on this app was removing elements from the models, that's all but for the rest... on the old model editor, a few clicks and copy-paste was enough but with this one, I click and click, I just feel like I can't interact with anything.

Besides, same problem with the text inside MDL files, I had already located the "event object" lines... but I don't understand anything, where are the paths to the unit sounds?
 
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No, "SuccubusWhipSwing1, 2 and 3" sound like the whip :

View attachment 439521
As you can see @Fugrim , there are 3 different sounds, use them.

By the way, do you think you could also attach these sounds to the attack animations of the NE Warden (considering she's equipped with a whip too, that would seem logical), I would really appreciate it:

View attachment 439520


Yeah, I know all that, as I said, I used to know how to do these maneuvers with the old model editor, unfortunately, I never understood anything about how to use Retera Model Studio, the best I managed to accomplish on this app was removing elements from the models, that's all but for the rest... on the old model editor, a few clicks and copy-paste was enough but with this one, I click and click, I just feel like I can't interact with anything.

Besides, same problem with the text inside MDL files, I had already located the "event object" lines... but I don't understand anything, where are the paths to the unit sounds?
Hmm yea I can do it for her too.
Well these are HD models so their much more complex
I know the feeling...I can put an average of 3-4 months that it took me to really learn to work with RMS not twilac which I will never use :D due to it been too different now in terms of UI then RMS. And even now I learn new stuff.
 
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Hmm yea I can do it for her too.
Thanks @Fugrim , you're a chief. :thumbs_up:
Well these are HD models so their much more complex
I know the feeling...I can put an average of 3-4 months that it took me to really learn to work with RMS not twilac which I will never use due to it been too different now in terms of UI then RMS. And even now I learn new stuff.
You know what would help newbies? More exhaustive tutorials and above all, more video tutorials, there are hardly any for Reforged, some tutorials are even obsolete thanks to Blizzard's damned patches :cry:, the few recorded by Retera are not enough.

Besides, would it be pushing the envelope too far to ask you to post a video tutorial on "how to attach sound files to an HD model"? By altering an mdl text file or by using Retera studio model or this RMS app you're telling me about (damn, there are so many apps now 😩) because, yet, I still don't know how to perform this maneuver, also, there are more models than those mentioned above that would need to be fixed ; such as the HD "boatmissile", whose death sound doesn't seem to have been attached correctly, morality: the impact of cannonballs makes absolutely no noise.
 
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