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Retera
Retera
Sure. Do you want a version optimized for 1.36.2 SD using HD textured by way of ingame file lookup, or like bundled with blps for 1.26 SD? If the latter, do you care about polys and performance and do you want a specific LOD version, or should I just send full polys?
tulio
tulio
For 1.26, we actually use 1.27 "we" backported all reforged to SD 1.27 with your retera version Units Nightelf image - Warcraft Giforged mod for Warcraft III: Frozen Throne

Reforged and hive .mdx have been converted to SD with retera hack version.
Only this model has something, we have all reforged converted to blp for humans and that.
Nothing specific, maybe full poly. Don't want to abuse your time Lord Archimonde.
Retera
Retera
If you are interested, here is a link to the opinions of the evil Lord Archimonde: Replace W3 Classic Models with Reforged

Basically I do an automatic conversion instead of manual. Automatic conversion means that I can run a script on every model in the game, and at the end I get a mod with all the assets ported backward like this. I invented the script first, per that post, then invented the "Scripts" dropdown option afterwards to help me test one at a time to check bugs in the converter process. It was mostly a one time test, and it was an accident that I left this dropdown button available in the release version of Retera Model Studio, since I consider the backwards conversion to be often times silly and pointless.

Here's the output of the automated conversion:

I think the automatic converter I am using is a newer version than what you have. It automatically inserts the team color and stuff now, but it also paints shading onto the textures to try to look more like reforged and I guess if you don't like that, you could use your own sorceress and footman textures from your own mod.
Retera
Retera

Also, you might be going in the wrong direction. In the above video, what I do instead of trying to create legacy 1.26 models that look like Reforged, if you hack 1.26 so it can load Reforged models directly and put them in there with all their original unchanged data, then you can see like the metallic shine on my siege engine in this video linked above. For me that works better. I just put the Retera Model Studio shader code into the game simulation. Have you tried doing this instead?
Edit: another example below:
See: metallic shine on Crypt Lord
tulio
tulio
...wow man, Lo..Lord Archimonde.
Do you have an idea why this sorceress didn't open?

I don't know how to inject the retera shader code into the game uwu. I lack your Java and JavaScript skills.
You mean 1.26 can load .mdx 1100 with normals.dds and ORM.dds ? Is this only possible for 1.26 and not 1.27? I just remember above that version modders had many problems.
But with the metallic shine clearly is cool, you really are above Archimonde powers. Humans would look nice.

Is it hard to inject the shader code? Do you have plans to share a release patch file for that or something? Or that new converter you have? XD
I think people that made giforged did everything manually with magos and retera tool.

Edit:
Lol I found your Github.
Thanks for your time Lord Archimonde. You are a the greatest modder ever.
tulio
tulio
So...sor.. sorry Lord A..Archimonde, giforged people didn't meant to offend by porting models. Is just that they can't run the game reforged so they ported it, everyone did 1 or 2 models, it somehow turned to be like 6-8GB in the end. They will have better PC in the new years but for now I'm criminal uwu
Retera
Retera

Sorry there was a typo in the other file that I sent. If you use this MDX file, with the textures from the previous attachment, it should be fixed
Retera
Retera

Anyway yeah here I opened my world editor and placed a view units on my computer-generated mod with everything backported to classic, although some of the other night elf units did not load so evidently this was a project I didn't care enough about to finish. But I think in premise if you were going to do this the silly way, you would want it to be created in an automated process like this, not something like where some artist touched each model file by hand. The mod is 130 GB in size for some reason, so I was not optimizing for space at all. You wouldn't want to provide a download for this -- that's silly. The better thing would be a computer program to recreate the mod algorithmically given Reforged.

And if you go the route of using what you found on my GitHub, I mentioned that's a possibility, but it's also partly unrealistic. Because it's based on rewriting the entire game -- so, until I finish rewriting the base, adding something like Reforged shaders to it is sort of like trolling. If you tried to use it, it would feel frustrating.
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