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Alleria Windrunner, Ranger-Captain

Alleria Windrunner was a ranger-captain of Silvermoon who led her rangers under the Alliance of Lordaeron during the Second War. She was also the head scout of the Alliance Expedition to Draenor. Alleria and her lover Turalyon disappeared after the planet was torn apart and were not heard from for many years. They resurfaced during the final war against the Burning Legion, having been members of the Army of the Light for a thousand years from their perspective, as time passes differently inside the Twisting Nether. After absorbing the power of the dark naaru L'ura in the ruins of Eredath on Argus, Alleria became the first void elf, and now leads others like her following the defeat of the Legion.

⚠️ Edition Notes ⚠️
Matrices Model
Skin Weight Model
This version contains a binary association (0, 1) of the vertices, so it is lighter and used for maps with less cinematics.

- Takes up less storage.
- Model has less fluidity in the mesh, which can give the impression of robotization.

-Works with all versions of the game and in SD or HD mode.
This version contains a gradient association (0, 0.1, 0.2, ..., 0.9, 1) of the vertices, so it is havier and used for maps with more cinematics.

- Model has more fluidity in the mesh, feels natural and organic shaped.
- Takes up more storage.

-Works with version 1.32 of the game or superior, works in SD or HD mode.
⚠️ Attention: Backup your map before adding this model since is highly experimental


◈Credits◈
Character model belongs to World of Warcraft - Blizzard ®
Character was edited by Zaffar - edition includes:
- Mesh number of polygons increased and smoothed.
- Texture repaint, recolor and resize.
- Rigging, all the bones where renamed.
- Animation, all existing animations where edited to fit diferent stand poses, and new animations where added for spell and attacks.
Creative Commons Attribution-Noncommercial-Share Alike 3.0 License
Previews
Contents

BTN_UNIT_VE_Alleria_Windrunner (Icon)

BTN_UNIT_VE_Alleria_Windrunner (Classic) (Icon)

Alleria Windrunner, Ranger-Captain (Matrices) (Model)

Alleria Windrunner, Ranger-Captain (SkinWeight) (Model)

Arrow Missile (Model)

Reviews
Navy
Changes made, great work! I will set this as Approved (Recommended).
View attachment 497544 why all i can see is this in every animations?
I ended up finding out what causes the problem in the Hiveworkshop viewer.
This Alleria model has Skin Weight, but its materials are in SD graphics so they can be played in classic. The problem is precisely that, the editor must not be able to recognize whether it is an Asset SD or HD

But this does not affect the gameplay, you can use the model in both classic and reforged, still with the benefit of having the skin weight.
 
Doesn't work in classic. Mention that the model is for Reforged so people don't waste their time
Try to update your game, it runs in both modes

My model loads perfectly in the game, it is updated to the latest version 2.0, but I play my matches and customized maps with the classic graphics, and I tested the model is 100% compatible with the classic graphics.

*Note: I also post some screenshots of all the models I upload here, as you can see the ones I just posted have SD props in the background, proving that the model actually works in classic mode.
 
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Navy

Ported Models Reviewer
Level 42
Joined
Sep 19, 2010
Messages
909
Hello! I've downloaded your model, did some testing and I can offer my review.

The model works and performs well ingame. Great quality overall.

However it is crashing the World Editor just like a custom Reforged Model, you can't leave it on the map. Also I can't open it with MdlVis or Magos Model Editor.
There is something fishy about this model, you might want to check it out..
I had to delete it with an .Mpq Editor so I can open the map.

I will set this as Awaiting update until you fix it or we move it in Reforged Section.
 
Hello! I've downloaded your model, did some testing and I can offer my review.

The model works and performs well ingame. Great quality overall.

However it is crashing the World Editor just like a custom Reforged Model, you can't leave it on the map. Also I can't open it with MdlVis or Magos Model Editor.
I'm sorry, I did some tests with the world editor and I didn't get this error when saving the map with the model on the terrain. The ones I did opened normally, and mdlvis doesn't open because this model carries the Skin Weight tech.

I think the model is kinda the middle ground between SD and HD
Because it has Skin Weight (HD) instead of Matrices (SD)
But it has Only diffuse Material (SD) instead of PBR Material (HD)

The problem with Magos (older version) and Mdlvis is that their build doesn't support Skin Weight. I edited this completely in Tw1lac's RMS and Rateras editor.

The unknown is that the classic mode build of the game is able to read the information from the HD models, but HD requires a new Gen light source to calculate normals and reflections, but classic graphics cannot produce this, so by swapping the HD material for an SD material, the model can still be read by the the classic game, even with the Skin Weight property.
 
Last edited:

Navy

Ported Models Reviewer
Level 42
Joined
Sep 19, 2010
Messages
909
I'm sorry, I did some tests with the world editor and I didn't get this error when saving the map with the model on the terrain. The ones I did opened normally, and mdlvis doesn't open because this model carries the Skin Weight tech.

I think the model is kinda the middle ground between SD and HD
Because it has Skin Weight (HD) instead of Matrices (SD)
But it has Only diffuse Material (SD) instead of PBR Material (HD)

The problem with Magos (older version) and Mdlvis is that their build doesn't support Skin Weight. I edited this completely in Tw1lac's RMS and Rateras editor.

The unknown is that the classic mode build of the game is able to read the information from the HD models, but HD requires a new Gen light source to calculate normals and reflections, but classic graphics cannot produce this, so by swapping the HD material for an SD material, the model can still be read by the the classic game, even with the Skin Weight property.

Hey! Thanks for your reply!
Well, save the map, close the editor, then try open the map again. I could ask someone else to test the model too and see what happens. I used the latest war3 patch 2.0. Do I have to do anything else besides setting the paths for .blp files when importing the map? Honestly I don't have experience with reforged models so I stay away from them. I'll also try to test it again when I get home.

My personal view:
The wow models are already far superior to classic war3 and the work that you did with your models is amazing, but going even further seems like overkill (again, it's only my personal view)
 
Hey! Thanks for your reply!
Well, save the map, close the editor, then try open the map again. I could ask someone else to test the model too and see what happens. I used the latest war3 patch 2.0. Do I have to do anything else besides setting the paths for .blp files when importing the map? Honestly I don't have experience with reforged models so I stay away from them. I'll also try to test it again when I get home.

My personal view:
The wow models are already far superior to classic war3 and the work that you did with your models is amazing, but going even further seems like overkill (again, it's only my personal view)
Totally fine i get it, sustaining the SkinWeights is kind overkill and i agree, but I feel very uncomfortable when in the portrait the eyelids and corners of the mouth have square shapes, so I thought about the possibility of keeping the skinweights of the WoW models themselves, but having models like this is also good for those who like to do cinematics and zoom in on the characters. Well, there is also the case of models with many polygons for few bones, an example of this is the kyrian wings that look horrible without skin weights.

I think what i can do to suit both corners of the board is upload both versions, with skin weights and without it.
So its up to the person who download it to to choose which one suits better in case.

Also a screenshot of my settings and importing, and tried to save the map and open it like you said, and nothing comes up just the map working as usual. (and i'm also using 2.0)
 

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Navy

Ported Models Reviewer
Level 42
Joined
Sep 19, 2010
Messages
909
Totally fine i get it, sustaining the SkinWeights is kind overkill and i agree, but I feel very uncomfortable when in the portrait the eyelids and corners of the mouth have square shapes, so I thought about the possibility of keeping the skinweights of the WoW models themselves, but having models like this is also good for those who like to do cinematics and zoom in on the characters. Well, there is also the case of models with many polygons for few bones, an example of this is the kyrian wings that look horrible without skin weights.

I think what i can do to suit both corners of the board is upload both versions, with skin weights and without it.
So its up to the person who download it to to choose which one suits better in case.

Also a screenshot of my settings and importing, and tried to save the map and open it like you said, and nothing comes up just the map working as usual. (and i'm also using 2.0)
Alright, I understand. You should do what you like most.
Well, best way is how you suggested:
  • have 1 fully optimized model with the basic animations that works for both classic and reforged
  • have 1 model for cinematic/machinima purposes with all the changes that you see fit
(You can upload both here, in the same page and mention in the post description the use for each so people know and it's perfect)

Is that alright for you?
 
Alright, I understand. You should do what you like most.
Well, best way is how you suggested:
  • have 1 fully optimized model with the basic animations that works for both classic and reforged
  • have 1 model for cinematic/machinima purposes with all the changes that you see fit
(You can upload both here, in the same page and mention in the post description the use for each so people know and it's perfect)

Is that alright for you?
Yes, totally fine, i will leave a message right bellow explaining e showing the difference between both. i will deploy it in 30 min, just fixing things
 
I upload them, the viewer of the site works fine in the matrices one :peasant-victory:
just writing now the instruction for both in the description
Alright, I understand. You should do what you like most.
Well, best way is how you suggested:
  • have 1 fully optimized model with the basic animations that works for both classic and reforged
  • have 1 model for cinematic/machinima purposes with all the changes that you see fit
(You can upload both here, in the same page and mention in the post description the use for each so people know and it's perfect)

Is that alright for you?
 

Navy

Ported Models Reviewer
Level 42
Joined
Sep 19, 2010
Messages
909
I upload them, the viewer of the site works fine in the matrices one :peasant-victory:
just writing now the instruction for both in the description
Alright, I'll check them out when I get home. Thanks for everything

1 question: Are you planning on doing this for all the models you have uploaded?
(Asking so I won't review them until your work is done)
 
Alright, I'll check them out when I get home. Thanks for everything

1 question: Are you planning on doing this for all the models you have uploaded?
(Asking so I won't review them until your work is done)
Thank you, I appreciate it.

Yes, I will do it soon, i will start updating the models starting on 12/15/24, I will probably start with Anduin and Sylvanas, as they are my most downloaded models, from there I can start updating the others, with the exception of the structures, as I will keep all of them with matrices only, but I will update the old ones too (Barracks, Town Hall ...).
 
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