Find the dll file online, download it and put it into the same folder as the program.
You should be aware that it still won't work properly if you have Reforged, unless you also download the old game data that was stored in MPQ archives until patch 1.30, when they were replaced with the CASC...
I don't have Reforged, so I have no idea.
I don't know, but in my opinion using a material that cycles between multiple water textures would look a lot better than only using a simple texture translation (take a look at the water geoset that appears near the end of the birth animation of...
Wait, how do you know what it looks like if you haven't tried it yet?
I'm not a texture artist, but I can try rewrapping the model if you find a suitable texture.
Nah, it's literally just the hammer from the birth animation of the orc Altar.
ward that temporarily gives nearby friendly units magic immunity.
passive ability that steals mana on each attack.
debuff that causes a unit to lose mana (and/or take damage) when it casts a spell.
ability that prevents the next negative spell from being cast upon friendly units (i.e. item spell...
Put what texture where?
What goes wrong on what side?
What file did you try to open with what program?
What doesn't accept tga?
Try to be less vague so people will take your questions seriously.
I'm pretty sure you just have to rename the animation. The neutral Hero Alchemist has an animation ("Spell Attack Two", if I recall correctly) that's used for spells and for his ranged anti-air attacks ("Combat - Attack 2" in Object Editor), but not for his melee attacks.
You have to make sure the helper you added is a parent of the node that is currently at the top of the hierarchy (Bone_Root).
Every time the parent node moves/rotates/scales, all of its children (and their children) will also be moved/rotated/scaled. However, all children can also...
Why are threads from years ago now unlocked? I used to unwatch threads when they became locked after a period of inactivity, but now I have to look for old threads one by one and add them on my Watched list so I don't miss any new replies.
There's probably an easier way to do it, but I always just make a copy of the model and then import the animations I want to duplicate from the copy, by going to Scripts > Oinkerwinkle-style Animation Transfer (aka File > Simple Import, if you're using Retera's Matrix Eater).
I have to say I'm not really a fan of the new experience system because it makes it possible for newly registered people who are just spamming "nICe m0dEl 7/5" comments to be on the same level as helpful members and talented artists who have been here for years and are actually valuable...
How do you intend to make one geoset that uses two textures? Is that a thing now in Reforged models?
I have no idea; I only tried it once, and if I recall correctly it worked for me.
You can use Mdlvis to select the the entire mesh; copy it and paste it into one of the geosets.
Duplicate the animations you want with Retera's Model Studio; add the "Swim" tag to the names of the duplicates with Magos; make sure you're renaming the correct set of animations by looking at their intervals in the Sequence Manager; the keyframes of the duplicates will come after all original...
This might have something to do with the way Cluster Rockets was designed to work with the standard Hero Tinker model, which has separate animations for different levels of the ability.
It works for me:
Unit - A unit Starts the effect of an ability